diff --git a/Unity-Files/Assets/Plugins.meta b/Unity-Files/Assets/Plugins.meta new file mode 100644 index 0000000..c6c9721 --- /dev/null +++ b/Unity-Files/Assets/Plugins.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3cf45a0b41fb8e64e8d934f65563ce31 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity-Files/Assets/Plugins/Demigiant.meta b/Unity-Files/Assets/Plugins/Demigiant.meta new file mode 100644 index 0000000..d689bb3 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 970f8932c02b75041ada51172899c771 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween.meta new file mode 100644 index 0000000..cdd7457 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 04b82cb4232d6984c8273ec2f0f090b5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.XML new file mode 100644 index 0000000..762220e --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -0,0 +1,2963 @@ +<?xml version="1.0"?> +<doc> + <assembly> + <name>DOTween</name> + </assembly> + <members> + <member name="T:DG.Tweening.AutoPlay"> + <summary> + Types of autoPlay behaviours + </summary> + </member> + <member name="F:DG.Tweening.AutoPlay.None"> + <summary>No tween is automatically played</summary> + </member> + <member name="F:DG.Tweening.AutoPlay.AutoPlaySequences"> + <summary>Only Sequences are automatically played</summary> + </member> + <member name="F:DG.Tweening.AutoPlay.AutoPlayTweeners"> + <summary>Only Tweeners are automatically played</summary> + </member> + <member name="F:DG.Tweening.AutoPlay.All"> + <summary>All tweens are automatically played</summary> + </member> + <member name="T:DG.Tweening.AxisConstraint"> + <summary> + What axis to constrain in case of Vector tweens + </summary> + </member> + <member name="F:DG.Tweening.Core.ABSSequentiable.onStart"> + <summary>Called the first time the tween is set in a playing state, after any eventual delay</summary> + </member> + <member name="T:DG.Tweening.Core.DOGetter`1"> + <summary> + Used in place of <c>System.Func</c>, which is not available in mscorlib. + </summary> + </member> + <member name="T:DG.Tweening.Core.DOSetter`1"> + <summary> + Used in place of <c>System.Action</c>. + </summary> + </member> + <member name="T:DG.Tweening.Core.Debugger"> + <summary> + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + </summary> + </member> + <member name="T:DG.Tweening.Core.DOTweenComponent"> + <summary> + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + </summary> + </member> + <member name="F:DG.Tweening.Core.DOTweenComponent.inspectorUpdater"> + <summary>Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame</summary> + </member> + <member name="M:DG.Tweening.Core.DOTweenComponent.SetCapacity(System.Int32,System.Int32)"> + <summary> + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + </summary> + <param name="tweenersCapacity">Max Tweeners capacity. + Default: 200</param> + <param name="sequencesCapacity">Max Sequences capacity. + Default: 50</param> + </member> + <member name="T:DG.Tweening.Core.Easing.Bounce"> + <summary> + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + </summary> + </member> + <member name="M:DG.Tweening.Core.Easing.Bounce.EaseIn(System.Single,System.Single,System.Single,System.Single)"> + <summary> + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + </summary> + <param name="time"> + Current time (in frames or seconds). + </param> + <param name="duration"> + Expected easing duration (in frames or seconds). + </param> + <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> + <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> + <returns> + The eased value. + </returns> + </member> + <member name="M:DG.Tweening.Core.Easing.Bounce.EaseOut(System.Single,System.Single,System.Single,System.Single)"> + <summary> + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + </summary> + <param name="time"> + Current time (in frames or seconds). + </param> + <param name="duration"> + Expected easing duration (in frames or seconds). + </param> + <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> + <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> + <returns> + The eased value. + </returns> + </member> + <member name="M:DG.Tweening.Core.Easing.Bounce.EaseInOut(System.Single,System.Single,System.Single,System.Single)"> + <summary> + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + </summary> + <param name="time"> + Current time (in frames or seconds). + </param> + <param name="duration"> + Expected easing duration (in frames or seconds). + </param> + <param name="unusedOvershootOrAmplitude">Unused: here to keep same delegate for all ease types.</param> + <param name="unusedPeriod">Unused: here to keep same delegate for all ease types.</param> + <returns> + The eased value. + </returns> + </member> + <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Tween,System.Single,System.Single,System.Single,System.Single)"> + <summary> + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + </summary> + </member> + <member name="M:DG.Tweening.Core.Easing.EaseManager.Evaluate(DG.Tweening.Ease,DG.Tweening.EaseFunction,System.Single,System.Single,System.Single,System.Single)"> + <summary> + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + </summary> + </member> + <member name="T:DG.Tweening.Core.Easing.EaseCurve"> + <summary> + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + </summary> + </member> + <member name="T:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour"> + <summary> + Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.TryToPreserveSequence"> + <summary>If the Sequence contains other elements, kill the failed tween but preserve the rest</summary> + </member> + <member name="F:DG.Tweening.Core.Enums.NestedTweenFailureBehaviour.KillWholeSequence"> + <summary>Kill the whole Sequence</summary> + </member> + <member name="T:DG.Tweening.Core.Enums.SafeModeLogBehaviour"> + <summary> + Log types thrown by errors captured and prevented by safe mode + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.None"> + <summary>No logs. NOT RECOMMENDED</summary> + </member> + <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Normal"> + <summary>Throw a normal log</summary> + </member> + <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Warning"> + <summary>Throw a warning log (default)</summary> + </member> + <member name="F:DG.Tweening.Core.Enums.SafeModeLogBehaviour.Error"> + <summary>Throw an error log</summary> + </member> + <member name="T:DG.Tweening.Core.Enums.UpdateNotice"> + <summary> + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.UpdateNotice.None"> + <summary> + None + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.UpdateNotice.RewindStep"> + <summary> + Lets the plugin know that we restarted or rewinded + </summary> + </member> + <member name="T:DG.Tweening.Core.Enums.RewindCallbackMode"> + <summary> + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireIfPositionChanged"> + <summary> + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlwaysWithRewind"> + <summary> + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + </summary> + </member> + <member name="F:DG.Tweening.Core.Enums.RewindCallbackMode.FireAlways"> + <summary> + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + </summary> + </member> + <member name="T:DG.Tweening.Core.Extensions"> + <summary> + Public only so custom shortcuts can access some of these methods + </summary> + </member> + <member name="M:DG.Tweening.Core.Extensions.SetSpecialStartupMode``1(``0,DG.Tweening.Core.Enums.SpecialStartupMode)"> + <summary> + INTERNAL: used by DO shortcuts and Modules to set special startup mode + </summary> + </member> + <member name="M:DG.Tweening.Core.Extensions.Blendable``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})"> + <summary> + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + </summary> + </member> + <member name="M:DG.Tweening.Core.Extensions.NoFrom``3(DG.Tweening.Core.TweenerCore{``0,``1,``2})"> + <summary> + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + </summary> + </member> + <member name="T:DG.Tweening.Core.DOTweenExternalCommand"> + <summary> + Used to dispatch commands that need to be captured externally, usually by Modules + </summary> + </member> + <member name="M:DG.Tweening.Core.DOTweenUtils.Vector3FromAngle(System.Single,System.Single)"> + <summary> + Returns a Vector3 with z = 0 + </summary> + </member> + <member name="M:DG.Tweening.Core.DOTweenUtils.Angle2D(UnityEngine.Vector3,UnityEngine.Vector3)"> + <summary> + Returns the 2D angle between two vectors + </summary> + </member> + <member name="M:DG.Tweening.Core.DOTweenUtils.GetPointOnCircle(UnityEngine.Vector2,System.Single,System.Single)"> + <summary> + Returns a point on a circle with the given center and radius, + using Unity's circle coordinates (0° points up and increases clockwise) + </summary> + </member> + <member name="M:DG.Tweening.Core.DOTweenUtils.Vector3AreApproximatelyEqual(UnityEngine.Vector3,UnityEngine.Vector3)"> + <summary> + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + </summary> + </member> + <member name="M:DG.Tweening.Core.DOTweenUtils.GetLooseScriptType(System.String)"> + <summary> + Looks for the type within all possible project assembly names + </summary> + </member> + <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeStartValue(`1,System.Single)"> + <summary>NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newStartValue">The new start value</param> + <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> + </member> + <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeEndValue(`1,System.Boolean)"> + <summary>NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newEndValue">The new end value</param> + <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> + </member> + <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeEndValue(`1,System.Single,System.Boolean)"> + <summary>NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newEndValue">The new end value</param> + <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> + <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> + </member> + <member name="M:DG.Tweening.Core.TweenerCore`3.ChangeValues(`1,`1,System.Single)"> + <summary>NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newStartValue">The new start value</param> + <param name="newEndValue">The new end value</param> + <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> + </member> + <member name="T:DG.Tweening.Color2"> + <summary> + Struct that stores two colors (used for LineRenderer tweens) + </summary> + </member> + <member name="T:DG.Tweening.TweenCallback"> + <summary> + Used for tween callbacks + </summary> + </member> + <member name="T:DG.Tweening.TweenCallback`1"> + <summary> + Used for tween callbacks + </summary> + </member> + <member name="T:DG.Tweening.EaseFunction"> + <summary> + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + </summary> + </member> + <member name="T:DG.Tweening.CustomPlugins.PureQuaternionPlugin"> + <summary> + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + <para>Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence).</para> + <para>To use it, call DOTween.To with the plugin parameter overload, passing it <c>PureQuaternionPlugin.Plug()</c> as first parameter + (do not use any of the other public PureQuaternionPlugin methods):</para> + <code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code> + </summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Plug"> + <summary> + Plug this plugin inside a DOTween.To call. + <para>Example:</para> + <code>DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration);</code> + </summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.Reset(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},System.Boolean)"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetFrom(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion,System.Boolean,System.Boolean)"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.ConvertToStartValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions},UnityEngine.Quaternion)"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetRelativeEndValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.SetChangeValue(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Quaternion,DG.Tweening.Plugins.Options.NoOptions})"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.GetSpeedBasedDuration(DG.Tweening.Plugins.Options.NoOptions,System.Single,UnityEngine.Quaternion)"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="M:DG.Tweening.CustomPlugins.PureQuaternionPlugin.EvaluateAndApply(DG.Tweening.Plugins.Options.NoOptions,DG.Tweening.Tween,System.Boolean,DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},System.Single,UnityEngine.Quaternion,UnityEngine.Quaternion,System.Single,System.Boolean,DG.Tweening.Core.Enums.UpdateNotice)"> + <summary>INTERNAL: do not use</summary> + </member> + <member name="T:DG.Tweening.DOCurve"> + <summary> + Extra non-tweening-related curve methods + </summary> + </member> + <member name="T:DG.Tweening.DOCurve.CubicBezier"> + <summary> + Cubic bezier curve methods + </summary> + </member> + <member name="M:DG.Tweening.DOCurve.CubicBezier.GetPointOnSegment(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Single)"> + <summary> + Calculates a point along the given Cubic Bezier segment-curve.<para/> + </summary> + <param name="startPoint">Segment start point</param> + <param name="startControlPoint">Start point's control point/handle</param> + <param name="endPoint">Segment end point</param> + <param name="endControlPoint">End point's control point/handle</param> + <param name="factor">0-1 percentage along which to retrieve point</param> + </member> + <member name="M:DG.Tweening.DOCurve.CubicBezier.GetSegmentPointCloud(UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)"> + <summary> + Returns an array containing a series of points along the given Cubic Bezier segment-curve.<para/> + </summary> + <param name="startPoint">Start point</param> + <param name="startControlPoint">Start point's control point/handle</param> + <param name="endPoint">End point</param> + <param name="endControlPoint">End point's control point/handle</param> + <param name="resolution">Cloud resolution (min: 2)</param> + </member> + <member name="M:DG.Tweening.DOCurve.CubicBezier.GetSegmentPointCloud(System.Collections.Generic.List{UnityEngine.Vector3},UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,UnityEngine.Vector3,System.Int32)"> + <summary> + Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list.<para/> + </summary> + <param name="startPoint">Start point</param> + <param name="startControlPoint">Start point's control point/handle</param> + <param name="endPoint">End point</param> + <param name="endControlPoint">End point's control point/handle</param> + <param name="resolution">Cloud resolution (min: 2)</param> + </member> + <member name="T:DG.Tweening.DOTween"> + <summary> + Main DOTween class. Contains static methods to create and control tweens in a generic way + </summary> + </member> + <member name="F:DG.Tweening.DOTween.Version"> + <summary>DOTween's version</summary> + </member> + <member name="F:DG.Tweening.DOTween.useSafeMode"> + <summary>If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + <para>Default: TRUE</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.safeModeLogBehaviour"> + <summary>Log type when safe mode reports capturing an error and preventing it</summary> + </member> + <member name="F:DG.Tweening.DOTween.nestedTweenFailureBehaviour"> + <summary>Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). + <para>Default: NestedTweenFailureBehaviour.TryToPreserveSequence</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.showUnityEditorReport"> + <summary>If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + <para>Default: FALSE</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.timeScale"> + <summary>Global DOTween timeScale. + <para>Default: 1</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.useSmoothDeltaTime"> + <summary>If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and <see cref="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"/> will be used instead). + Setting this to TRUE will lead to smoother animations. + <para>Default: FALSE</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.maxSmoothUnscaledTime"> + <summary>If <see cref="F:DG.Tweening.DOTween.useSmoothDeltaTime"/> is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + <para>Default: FALSE</para></summary> + </member> + <member name="P:DG.Tweening.DOTween.logBehaviour"> + <summary>DOTween's log behaviour. + <para>Default: LogBehaviour.ErrorsOnly</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.onWillLog"> + <summary>Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods.<para/> + Return TRUE if you want DOTween to proceed with the log, FALSE otherwise.<para/> + This method must return a <code>bool</code> and accept two parameters:<para/> + - <code>LogType</code>: the type of Unity log that DOTween is trying to log<para/> + - <code>object</code>: the log message that DOTween wants to log</summary> + </member> + <member name="F:DG.Tweening.DOTween.drawGizmos"> + <summary>If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor</summary> + </member> + <member name="F:DG.Tweening.DOTween.debugMode"> + <summary>If TRUE activates various debug options</summary> + </member> + <member name="P:DG.Tweening.DOTween.debugStoreTargetId"> + <summary>Stores the target id so it can be used to give more info in case of safeMode error capturing. + Only active if both <code>debugMode</code> and <code>useSafeMode</code> are TRUE</summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultUpdateType"> + <summary>Default updateType for new tweens. + <para>Default: UpdateType.Normal</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultTimeScaleIndependent"> + <summary>Sets whether Unity's timeScale should be taken into account by default or not. + <para>Default: false</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultAutoPlay"> + <summary>Default autoPlay behaviour for new tweens. + <para>Default: AutoPlay.All</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultAutoKill"> + <summary>Default autoKillOnComplete behaviour for new tweens. + <para>Default: TRUE</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultLoopType"> + <summary>Default loopType applied to all new tweens. + <para>Default: LoopType.Restart</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultRecyclable"> + <summary>If TRUE all newly created tweens are set as recyclable, otherwise not. + <para>Default: FALSE</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultEaseType"> + <summary>Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + <para>Default: Ease.InOutQuad</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultEaseOvershootOrAmplitude"> + <summary>Default overshoot/amplitude used for eases + <para>Default: 1.70158f</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.defaultEasePeriod"> + <summary>Default period used for eases + <para>Default: 0</para></summary> + </member> + <member name="F:DG.Tweening.DOTween.instance"> + <summary>Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance</summary> + </member> + <member name="M:DG.Tweening.DOTween.Init(System.Nullable{System.Boolean},System.Nullable{System.Boolean},System.Nullable{DG.Tweening.LogBehaviour})"> + <summary> + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + <para>You can chain <code>SetCapacity</code> to this method, to directly set the max starting size of Tweeners and Sequences:</para> + <code>DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20);</code> + </summary> + <param name="recycleAllByDefault">If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + <para>If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this:</para> + <code>.OnKill(()=> myTweenReference = null)</code> + <para>You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.defaultRecyclable"/> property, + or you can set the recycling behaviour for each tween separately, using:</para> + <para><code>SetRecyclable(bool recyclable)</code></para> + <para>Default: FALSE</para></param> + <param name="useSafeMode">If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static <see cref="F:DG.Tweening.DOTween.useSafeMode"/> property. + <para>Default: FALSE</para></param> + <param name="logBehaviour">Type of logging to use. + You can change this setting at any time by changing the static <see cref="P:DG.Tweening.DOTween.logBehaviour"/> property. + <para>Default: ErrorsOnly</para></param> + </member> + <member name="M:DG.Tweening.DOTween.SetTweensCapacity(System.Int32,System.Int32)"> + <summary> + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + </summary> + <param name="tweenersCapacity">Max Tweeners capacity. + Default: 200</param> + <param name="sequencesCapacity">Max Sequences capacity. + Default: 50</param> + </member> + <member name="M:DG.Tweening.DOTween.Clear(System.Boolean)"> + <summary> + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + </summary> + <param name="destroy">If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized)</param> + </member> + <member name="M:DG.Tweening.DOTween.ClearCachedTweens"> + <summary> + Clears all cached tween pools. + </summary> + </member> + <member name="M:DG.Tweening.DOTween.Validate"> + <summary> + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + </summary> + </member> + <member name="M:DG.Tweening.DOTween.ManualUpdate(System.Single,System.Single)"> + <summary> + Updates all tweens that are set to <see cref="F:DG.Tweening.UpdateType.Manual"/>. + </summary> + <param name="deltaTime">Manual deltaTime</param> + <param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Single},DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Double},DG.Tweening.Core.DOSetter{System.Double},System.Double,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int32},DG.Tweening.Core.DOSetter{System.Int32},System.Int32,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt32},DG.Tweening.Core.DOSetter{System.UInt32},System.UInt32,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.Int64},DG.Tweening.Core.DOSetter{System.Int64},System.Int64,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.UInt64},DG.Tweening.Core.DOSetter{System.UInt64},System.UInt64,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{System.String},DG.Tweening.Core.DOSetter{System.String},System.String,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector2},DG.Tweening.Core.DOSetter{UnityEngine.Vector2},UnityEngine.Vector2,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Vector4},DG.Tweening.Core.DOSetter{UnityEngine.Vector4},UnityEngine.Vector4,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Quaternion},DG.Tweening.Core.DOSetter{UnityEngine.Quaternion},UnityEngine.Vector3,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},UnityEngine.Color,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.Rect},DG.Tweening.Core.DOSetter{UnityEngine.Rect},UnityEngine.Rect,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOGetter{UnityEngine.RectOffset},DG.Tweening.Core.DOSetter{UnityEngine.RectOffset},UnityEngine.RectOffset,System.Single)"> + <summary>Tweens a property or field to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To``3(DG.Tweening.Plugins.Core.ABSTweenPlugin{``0,``1,``2},DG.Tweening.Core.DOGetter{``0},DG.Tweening.Core.DOSetter{``0},``1,System.Single)"> + <summary>Tweens a property or field to the given value using a custom plugin</summary> + <param name="plugin">The plugin to use. Each custom plugin implements a static <code>Get()</code> method + you'll need to call to assign the correct plugin in the correct way, like this: + <para><code>CustomPlugin.Get()</code></para></param> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.ToAxis(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,DG.Tweening.AxisConstraint)"> + <summary>Tweens only one axis of a Vector3 to the given value using default plugins.</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + <param name="axisConstraint">The axis to tween</param> + </member> + <member name="M:DG.Tweening.DOTween.ToAlpha(DG.Tweening.Core.DOGetter{UnityEngine.Color},DG.Tweening.Core.DOSetter{UnityEngine.Color},System.Single,System.Single)"> + <summary>Tweens only the alpha of a Color to the given value using default plugins</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValue">The end value to reach</param><param name="duration">The tween's duration</param> + </member> + <member name="M:DG.Tweening.DOTween.To(DG.Tweening.Core.DOSetter{System.Single},System.Single,System.Single,System.Single)"> + <summary>Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + <para>Example:</para> + <code>To(MyMethod, 0, 12, 0.5f);</code> + <para>Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween)</para></summary> + <param name="setter">The action to perform with the tweened value</param> + <param name="startValue">The value to start from</param> + <param name="endValue">The end value to reach</param> + <param name="duration">The duration of the virtual tween + </param> + </member> + <member name="M:DG.Tweening.DOTween.Punch(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> + <summary>Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + <para>This tween type generates some GC allocations at startup</para></summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="direction">The direction and strength of the punch</param> + <param name="duration">The duration of the tween</param> + <param name="vibrato">Indicates how much will the punch vibrate</param> + <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction</param> + </member> + <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)"> + <summary>Shakes a Vector3 with the given values.</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch.</param> + <param name="ignoreZAxis">If TRUE only shakes on the X Y axis (looks better with things like cameras).</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.DOTween.Shake(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Vector3 with the given values.</summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength on each axis</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.DOTween.ToArray(DG.Tweening.Core.DOGetter{UnityEngine.Vector3},DG.Tweening.Core.DOSetter{UnityEngine.Vector3},UnityEngine.Vector3[],System.Single[])"> + <summary>Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + <para>This tween type generates some GC allocations at startup</para></summary> + <param name="getter">A getter for the field or property to tween. + <para>Example usage with lambda:</para><code>()=> myProperty</code></param> + <param name="setter">A setter for the field or property to tween + <para>Example usage with lambda:</para><code>x=> myProperty = x</code></param> + <param name="endValues">The end values to reach for each segment. This array must have the same length as <code>durations</code></param> + <param name="durations">The duration of each segment. This array must have the same length as <code>endValues</code></param> + </member> + <member name="M:DG.Tweening.DOTween.Sequence"> + <summary> + Returns a new <see cref="T:DG.Tweening.Sequence"/> to be used for tween groups.<para/> + Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, + so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add + the target manually; you can do that directly by using the <see cref="M:DG.Tweening.DOTween.Sequence(System.Object)"/> overload instead of this one + </summary> + </member> + <member name="M:DG.Tweening.DOTween.Sequence(System.Object)"> + <summary> + Returns a new <see cref="T:DG.Tweening.Sequence"/> to be used for tween groups, and allows to set a target + (because Sequences don't have their target set automatically like Tweener creation shortcuts). + That way killing/controlling tweens by target will apply to this Sequence too. + </summary> + <param name="target">The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), + useless otherwise</param> + </member> + <member name="M:DG.Tweening.DOTween.CompleteAll(System.Boolean)"> + <summary>Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete)</summary> + <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored</param> + </member> + <member name="M:DG.Tweening.DOTween.Complete(System.Object,System.Boolean)"> + <summary>Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete)</summary> + <param name="withCallbacks">For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored</param> + </member> + <member name="M:DG.Tweening.DOTween.FlipAll"> + <summary>Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped</summary> + </member> + <member name="M:DG.Tweening.DOTween.Flip(System.Object)"> + <summary>Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped</summary> + </member> + <member name="M:DG.Tweening.DOTween.GotoAll(System.Single,System.Boolean)"> + <summary>Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved</summary> + </member> + <member name="M:DG.Tweening.DOTween.Goto(System.Object,System.Single,System.Boolean)"> + <summary>Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved</summary> + </member> + <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean)"> + <summary>Kills all tweens and returns the number of actual tweens killed</summary> + <param name="complete">If TRUE completes the tweens before killing them</param> + </member> + <member name="M:DG.Tweening.DOTween.KillAll(System.Boolean,System.Object[])"> + <summary>Kills all tweens and returns the number of actual tweens killed</summary> + <param name="complete">If TRUE completes the tweens before killing them</param> + <param name="idsOrTargetsToExclude">Eventual IDs or targets to exclude from the killing</param> + </member> + <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Boolean)"> + <summary>Kills all tweens with the given ID or target and returns the number of actual tweens killed</summary> + <param name="complete">If TRUE completes the tweens before killing them</param> + </member> + <member name="M:DG.Tweening.DOTween.Kill(System.Object,System.Object,System.Boolean)"> + <summary>Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed</summary> + <param name="complete">If TRUE completes the tweens before killing them</param> + </member> + <member name="M:DG.Tweening.DOTween.PauseAll"> + <summary>Pauses all tweens and returns the number of actual tweens paused</summary> + </member> + <member name="M:DG.Tweening.DOTween.Pause(System.Object)"> + <summary>Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayAll"> + <summary>Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete)</summary> + </member> + <member name="M:DG.Tweening.DOTween.Play(System.Object)"> + <summary>Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete)</summary> + </member> + <member name="M:DG.Tweening.DOTween.Play(System.Object,System.Object)"> + <summary>Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayBackwardsAll"> + <summary>Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object)"> + <summary>Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayBackwards(System.Object,System.Object)"> + <summary>Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayForwardAll"> + <summary>Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayForward(System.Object)"> + <summary>Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete)</summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayForward(System.Object,System.Object)"> + <summary>Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded)</summary> + </member> + <member name="M:DG.Tweening.DOTween.RestartAll(System.Boolean)"> + <summary>Restarts all tweens, then returns the number of actual tweens restarted</summary> + </member> + <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Boolean,System.Single)"> + <summary>Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted</summary> + <param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param> + <param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param> + </member> + <member name="M:DG.Tweening.DOTween.Restart(System.Object,System.Object,System.Boolean,System.Single)"> + <summary>Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete)</summary> + <param name="includeDelay">If TRUE includes the eventual tweens delays, otherwise skips them</param> + <param name="changeDelayTo">If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it</param> + </member> + <member name="M:DG.Tweening.DOTween.RewindAll(System.Boolean)"> + <summary>Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded)</summary> + </member> + <member name="M:DG.Tweening.DOTween.Rewind(System.Object,System.Boolean)"> + <summary>Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded)</summary> + </member> + <member name="M:DG.Tweening.DOTween.SmoothRewindAll"> + <summary>Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary> + </member> + <member name="M:DG.Tweening.DOTween.SmoothRewind(System.Object)"> + <summary>Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary> + </member> + <member name="M:DG.Tweening.DOTween.TogglePauseAll"> + <summary>Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state)</summary> + </member> + <member name="M:DG.Tweening.DOTween.TogglePause(System.Object)"> + <summary>Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state)</summary> + </member> + <member name="M:DG.Tweening.DOTween.IsTweening(System.Object,System.Boolean)"> + <summary> + Returns TRUE if a tween with the given ID or target is active. + <para>You can also use this to know if a shortcut tween is active for a given target.</para> + <para>Example:</para> + <para><code>transform.DOMoveX(45, 1); // transform is automatically added as the tween target</code></para> + <para><code>DOTween.IsTweening(transform); // Returns true</code></para> + </summary> + <param name="targetOrId">The target or ID to look for</param> + <param name="alsoCheckIfIsPlaying">If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing</param> + </member> + <member name="M:DG.Tweening.DOTween.TotalActiveTweens"> + <summary> + Returns the total number of active tweens. + A tween is considered active if it wasn't killed, regardless if it's playing or paused + </summary> + </member> + <member name="M:DG.Tweening.DOTween.TotalPlayingTweens"> + <summary> + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + </summary> + </member> + <member name="M:DG.Tweening.DOTween.PlayingTweens(System.Collections.Generic.List{DG.Tweening.Tween})"> + <summary> + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + <para>Beware: each time you call this method a new list is generated, so use it for debug only</para> + </summary> + <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> + </member> + <member name="M:DG.Tweening.DOTween.PausedTweens(System.Collections.Generic.List{DG.Tweening.Tween})"> + <summary> + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + <para>Beware: each time you call this method a new list is generated, so use it for debug only</para> + </summary> + <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> + </member> + <member name="M:DG.Tweening.DOTween.TweensById(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})"> + <summary> + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + <para>Beware: each time you call this method a new list is generated</para> + </summary> + <param name="playingOnly">If TRUE returns only the tweens with the given ID that are currently playing</param> + <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> + </member> + <member name="M:DG.Tweening.DOTween.TweensByTarget(System.Object,System.Boolean,System.Collections.Generic.List{DG.Tweening.Tween})"> + <summary> + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + <para>Beware: each time you call this method a new list is generated</para> + <param name="playingOnly">If TRUE returns only the tweens with the given target that are currently playing</param> + <param name="fillableList">If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations)</param> + </summary> + </member> + <member name="T:DG.Tweening.DOVirtual"> + <summary> + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + </summary> + </member> + <member name="M:DG.Tweening.DOVirtual.Float(System.Single,System.Single,System.Single,DG.Tweening.TweenCallback{System.Single})"> + <summary> + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter + </summary> + <param name="from">The value to start from</param> + <param name="to">The value to tween to</param> + <param name="duration">The duration of the tween</param> + <param name="onVirtualUpdate">A callback which must accept a parameter of type float, called at each update</param> + </member> + <member name="M:DG.Tweening.DOVirtual.Int(System.Int32,System.Int32,System.Single,DG.Tweening.TweenCallback{System.Int32})"> + <summary> + Tweens a virtual int. + You can add regular settings to the generated tween, + but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter + </summary> + <param name="from">The value to start from</param> + <param name="to">The value to tween to</param> + <param name="duration">The duration of the tween</param> + <param name="onVirtualUpdate">A callback which must accept a parameter of type int, called at each update</param> + </member> + <member name="M:DG.Tweening.DOVirtual.Vector3(UnityEngine.Vector3,UnityEngine.Vector3,System.Single,DG.Tweening.TweenCallback{UnityEngine.Vector3})"> + <summary> + Tweens a virtual Vector3. + You can add regular settings to the generated tween, + but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter + </summary> + <param name="from">The value to start from</param> + <param name="to">The value to tween to</param> + <param name="duration">The duration of the tween</param> + <param name="onVirtualUpdate">A callback which must accept a parameter of type Vector3, called at each update</param> + </member> + <member name="M:DG.Tweening.DOVirtual.Color(UnityEngine.Color,UnityEngine.Color,System.Single,DG.Tweening.TweenCallback{UnityEngine.Color})"> + <summary> + Tweens a virtual Color. + You can add regular settings to the generated tween, + but do not use <code>SetUpdate</code> or you will overwrite the onVirtualUpdate parameter + </summary> + <param name="from">The value to start from</param> + <param name="to">The value to tween to</param> + <param name="duration">The duration of the tween</param> + <param name="onVirtualUpdate">A callback which must accept a parameter of type Color, called at each update</param> + </member> + <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease)"> + <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> + <param name="from">The value to start from when lifetimePercentage is 0</param> + <param name="to">The value to reach when lifetimePercentage is 1</param> + <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> + <param name="easeType">The type of ease</param> + </member> + <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single)"> + <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> + <param name="from">The value to start from when lifetimePercentage is 0</param> + <param name="to">The value to reach when lifetimePercentage is 1</param> + <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> + <param name="easeType">The type of ease</param> + <param name="overshoot">Eventual overshoot to use with Back ease</param> + </member> + <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,DG.Tweening.Ease,System.Single,System.Single)"> + <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> + <param name="from">The value to start from when lifetimePercentage is 0</param> + <param name="to">The value to reach when lifetimePercentage is 1</param> + <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> + <param name="easeType">The type of ease</param> + <param name="amplitude">Eventual amplitude to use with Elastic easeType</param> + <param name="period">Eventual period to use with Elastic easeType</param> + </member> + <member name="M:DG.Tweening.DOVirtual.EasedValue(System.Single,System.Single,System.Single,UnityEngine.AnimationCurve)"> + <summary>Returns a value based on the given ease and lifetime percentage (0 to 1)</summary> + <param name="from">The value to start from when lifetimePercentage is 0</param> + <param name="to">The value to reach when lifetimePercentage is 1</param> + <param name="lifetimePercentage">The time percentage (0 to 1) at which the value should be taken</param> + <param name="easeCurve">The AnimationCurve to use for ease</param> + </member> + <member name="M:DG.Tweening.DOVirtual.DelayedCall(System.Single,DG.Tweening.TweenCallback,System.Boolean)"> + <summary>Fires the given callback after the given time.</summary> + <param name="delay">Callback delay</param> + <param name="callback">Callback to fire when the delay has expired</param> + <param name="ignoreTimeScale">If TRUE (default) ignores Unity's timeScale</param> + </member> + <member name="F:DG.Tweening.Ease.INTERNAL_Zero"> + <summary> + Don't assign this! It's assigned automatically when creating 0 duration tweens + </summary> + </member> + <member name="F:DG.Tweening.Ease.INTERNAL_Custom"> + <summary> + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + </summary> + </member> + <member name="T:DG.Tweening.EaseFactory"> + <summary> + Allows to wrap ease method in special ways, adding extra features + </summary> + </member> + <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,System.Nullable{DG.Tweening.Ease})"> + <summary> + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + </summary> + <param name="motionFps">FPS at which the tween should be played</param> + <param name="ease">Ease type</param> + </member> + <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,UnityEngine.AnimationCurve)"> + <summary> + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + </summary> + <param name="motionFps">FPS at which the tween should be played</param> + <param name="animCurve">AnimationCurve to use for the ease</param> + </member> + <member name="M:DG.Tweening.EaseFactory.StopMotion(System.Int32,DG.Tweening.EaseFunction)"> + <summary> + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + </summary> + <param name="motionFps">FPS at which the tween should be played</param> + <param name="customEase">Custom ease function to use</param> + </member> + <member name="T:DG.Tweening.IDOTweenInit"> + <summary> + Used to allow method chaining with DOTween.Init + </summary> + </member> + <member name="M:DG.Tweening.IDOTweenInit.SetCapacity(System.Int32,System.Int32)"> + <summary> + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + </summary> + <param name="tweenersCapacity">Max Tweeners capacity. + Default: 200</param> + <param name="sequencesCapacity">Max Sequences capacity. + Default: 50</param> + </member> + <member name="T:DG.Tweening.LinkBehaviour"> + <summary> + Behaviour that can be assigned when chaining a SetLink to a tween + </summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.PauseOnDisable"> + <summary>Pauses the tween when the link target is disabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.PauseOnDisablePlayOnEnable"> + <summary>Pauses the tween when the link target is disabled, plays it when it's enabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.PauseOnDisableRestartOnEnable"> + <summary>Pauses the tween when the link target is disabled, restarts it when it's enabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.PlayOnEnable"> + <summary>Plays the tween when the link target is enabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.RestartOnEnable"> + <summary>Restarts the tween when the link target is enabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.KillOnDisable"> + <summary>Kills the tween when the link target is disabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.KillOnDestroy"> + <summary>Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.CompleteOnDisable"> + <summary>Completes the tween when the link target is disabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.CompleteAndKillOnDisable"> + <summary>Completes and kills the tween when the link target is disabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.RewindOnDisable"> + <summary>Rewinds the tween (delay excluded) when the link target is disabled</summary> + </member> + <member name="F:DG.Tweening.LinkBehaviour.RewindAndKillOnDisable"> + <summary>Rewinds and kills the tween when the link target is disabled</summary> + </member> + <member name="T:DG.Tweening.PathMode"> + <summary> + Path mode (used to determine correct LookAt orientation) + </summary> + </member> + <member name="F:DG.Tweening.PathMode.Ignore"> + <summary>Ignores the path mode (and thus LookAt behaviour)</summary> + </member> + <member name="F:DG.Tweening.PathMode.Full3D"> + <summary>Regular 3D path</summary> + </member> + <member name="F:DG.Tweening.PathMode.TopDown2D"> + <summary>2D top-down path</summary> + </member> + <member name="F:DG.Tweening.PathMode.Sidescroller2D"> + <summary>2D side-scroller path</summary> + </member> + <member name="T:DG.Tweening.PathType"> + <summary> + Type of path to use with DOPath tweens + </summary> + </member> + <member name="F:DG.Tweening.PathType.Linear"> + <summary>Linear, composed of straight segments between each waypoint</summary> + </member> + <member name="F:DG.Tweening.PathType.CatmullRom"> + <summary>Curved path (which uses Catmull-Rom curves)</summary> + </member> + <member name="F:DG.Tweening.PathType.CubicBezier"> + <summary><code>EXPERIMENTAL: </code>Curved path (which uses Cubic Bezier curves, where each point requires two extra control points)</summary> + </member> + <member name="T:DG.Tweening.Plugins.CirclePlugin"> + <summary> + Tweens a Vector2 along a circle. + EndValue represents the center of the circle, start and end value degrees are inside options + ChangeValue x is changeValue°, y is unused + </summary> + </member> + <member name="T:DG.Tweening.Plugins.Core.PathCore.ControlPoint"> + <summary> + Path control point + </summary> + </member> + <member name="F:DG.Tweening.Plugins.Core.PathCore.Path.wps"> + <summary> + Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector + </summary> + </member> + <member name="P:DG.Tweening.Plugins.Core.PathCore.Path.minInputWaypoints"> + <summary> + Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) + </summary> + </member> + <member name="M:DG.Tweening.Plugins.Core.PathCore.Path.GetPoint(System.Single,System.Boolean)"> + <summary> + Gets the point on the path at the given percentage (0 to 1) + </summary> + <param name="perc">The percentage (0 to 1) at which to get the point</param> + <param name="convertToConstantPerc">If TRUE constant speed is taken into account, otherwise not</param> + </member> + <member name="T:DG.Tweening.Plugins.Options.IPlugOptions"> + <summary> + Base interface for all tween plugins options + </summary> + </member> + <member name="M:DG.Tweening.Plugins.Options.IPlugOptions.Reset"> + <summary>Resets the plugin</summary> + </member> + <member name="T:DG.Tweening.Plugins.Vector3ArrayPlugin"> + <summary> + This plugin generates some GC allocations at startup + </summary> + </member> + <member name="T:DG.Tweening.Plugins.PathPlugin"> + <summary> + Path plugin works exclusively with Transforms + </summary> + </member> + <member name="T:DG.Tweening.RotateMode"> + <summary> + Rotation mode used with DORotate methods + </summary> + </member> + <member name="F:DG.Tweening.RotateMode.Fast"> + <summary> + Fastest way that never rotates beyond 360° + </summary> + </member> + <member name="F:DG.Tweening.RotateMode.FastBeyond360"> + <summary> + Fastest way that rotates beyond 360° + </summary> + </member> + <member name="F:DG.Tweening.RotateMode.WorldAxisAdd"> + <summary> + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + <para>In this mode the end value is is always considered relative</para> + </summary> + </member> + <member name="F:DG.Tweening.RotateMode.LocalAxisAdd"> + <summary> + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + <para>In this mode the end value is is always considered relative</para> + </summary> + </member> + <member name="T:DG.Tweening.ScrambleMode"> + <summary> + Type of scramble to apply to string tweens + </summary> + </member> + <member name="F:DG.Tweening.ScrambleMode.None"> + <summary> + No scrambling of characters + </summary> + </member> + <member name="F:DG.Tweening.ScrambleMode.All"> + <summary> + A-Z + a-z + 0-9 characters + </summary> + </member> + <member name="F:DG.Tweening.ScrambleMode.Uppercase"> + <summary> + A-Z characters + </summary> + </member> + <member name="F:DG.Tweening.ScrambleMode.Lowercase"> + <summary> + a-z characters + </summary> + </member> + <member name="F:DG.Tweening.ScrambleMode.Numerals"> + <summary> + 0-9 characters + </summary> + </member> + <member name="F:DG.Tweening.ScrambleMode.Custom"> + <summary> + Custom characters + </summary> + </member> + <member name="T:DG.Tweening.TweenExtensions"> + <summary> + Methods that extend Tween objects and allow to control or get data from them + </summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween)"> + <summary>Completes the tween</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Complete(DG.Tweening.Tween,System.Boolean)"> + <summary>Completes the tween</summary> + <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.Flip(DG.Tweening.Tween)"> + <summary>Flips the direction of this tween (backwards if it was going forward or viceversa)</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.ForceInit(DG.Tweening.Tween)"> + <summary>Forces the tween to initialize its settings immediately</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Goto(DG.Tweening.Tween,System.Single,System.Boolean)"> + <summary>Send the tween to the given position in time</summary> + <param name="to">Time position to reach + (if higher than the whole tween duration the tween will simply reach its end)</param> + <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.GotoWithCallbacks(DG.Tweening.Tween,System.Single,System.Boolean)"> + <summary>Send the tween to the given position in time while also executing any callback between the previous time position and the new one</summary> + <param name="to">Time position to reach + (if higher than the whole tween duration the tween will simply reach its end)</param> + <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.Kill(DG.Tweening.Tween,System.Boolean)"> + <summary>Kills the tween</summary> + <param name="complete">If TRUE completes the tween before killing it</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.ManualUpdate(DG.Tweening.Tween,System.Single,System.Single)"> + <summary> + Forces this tween to update manually, regardless of the <see cref="T:DG.Tweening.UpdateType"/> set via SetUpdate. + Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing.<para/> + Also note that if you only want to update this tween instance manually you'll have to set it to <see cref="F:DG.Tweening.UpdateType.Manual"/> anyway, + so that it's not updated automatically. + </summary> + <param name="deltaTime">Manual deltaTime</param> + <param name="unscaledDeltaTime">Unscaled delta time (used with tweens set as timeScaleIndependent)</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.Pause``1(``0)"> + <summary>Pauses the tween</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Play``1(``0)"> + <summary>Plays the tween</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.PlayBackwards(DG.Tweening.Tween)"> + <summary>Sets the tween in a backwards direction and plays it</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.PlayForward(DG.Tweening.Tween)"> + <summary>Sets the tween in a forward direction and plays it</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Restart(DG.Tweening.Tween,System.Boolean,System.Single)"> + <summary>Restarts the tween from the beginning</summary> + <param name="includeDelay">Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it</param> + <param name="changeDelayTo">Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.Rewind(DG.Tweening.Tween,System.Boolean)"> + <summary>Rewinds and pauses the tween</summary> + <param name="includeDelay">Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.SmoothRewind(DG.Tweening.Tween)"> + <summary>Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + <para>Note that a tween that was smoothly rewinded will have its play direction flipped</para></summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.TogglePause(DG.Tweening.Tween)"> + <summary>Plays the tween if it was paused, pauses it if it was playing</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.GotoWaypoint(DG.Tweening.Tween,System.Int32,System.Boolean)"> + <summary>Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + <para>BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes)</para></summary> + <param name="waypointIndex">Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one)</param> + <param name="andPlay">If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.WaitForCompletion(DG.Tweening.Tween)"> + <summary> + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + <para>Example usage:</para><code>yield return myTween.WaitForCompletion();</code> + </summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.WaitForRewind(DG.Tweening.Tween)"> + <summary> + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code> + </summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.WaitForKill(DG.Tweening.Tween)"> + <summary> + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + <para>Example usage:</para><code>yield return myTween.WaitForKill();</code> + </summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.WaitForElapsedLoops(DG.Tweening.Tween,System.Int32)"> + <summary> + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code> + </summary> + <param name="elapsedLoops">Elapsed loops to wait for</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.WaitForPosition(DG.Tweening.Tween,System.Single)"> + <summary> + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code> + </summary> + <param name="position">Position (loops included, delays excluded) to wait for</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.WaitForStart(DG.Tweening.Tween)"> + <summary> + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + <para>Example usage:</para><code>yield return myTween.WaitForStart();</code> + </summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.CompletedLoops(DG.Tweening.Tween)"> + <summary>Returns the total number of loops completed by this tween</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Delay(DG.Tweening.Tween)"> + <summary>Returns the eventual delay set for this tween</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.ElapsedDelay(DG.Tweening.Tween)"> + <summary>Returns the eventual elapsed delay set for this tween</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Duration(DG.Tweening.Tween,System.Boolean)"> + <summary>Returns the duration of this tween (delays excluded). + <para>NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts</para></summary> + <param name="includeLoops">If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.Elapsed(DG.Tweening.Tween,System.Boolean)"> + <summary>Returns the elapsed time for this tween (delays exluded)</summary> + <param name="includeLoops">If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.ElapsedPercentage(DG.Tweening.Tween,System.Boolean)"> + <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded)</summary> + <param name="includeLoops">If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.ElapsedDirectionalPercentage(DG.Tweening.Tween)"> + <summary>Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.IsActive(DG.Tweening.Tween)"> + <summary>Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. + <para>BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway.</para> + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the <code>OnKill</code> callback like this: + <para><code>.OnKill(()=> myTweenReference = null)</code></para></summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.IsBackwards(DG.Tweening.Tween)"> + <summary>Returns TRUE if this tween was reversed and is set to go backwards</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.IsComplete(DG.Tweening.Tween)"> + <summary>Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed)</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.IsInitialized(DG.Tweening.Tween)"> + <summary>Returns TRUE if this tween has been initialized</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.IsPlaying(DG.Tweening.Tween)"> + <summary>Returns TRUE if this tween is playing</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.Loops(DG.Tweening.Tween)"> + <summary>Returns the total number of loops set for this tween + (returns -1 if the loops are infinite)</summary> + </member> + <member name="M:DG.Tweening.TweenExtensions.PathGetPoint(DG.Tweening.Tween,System.Single)"> + <summary> + Returns a point on a path based on the given path percentage. + Returns <code>Vector3.zero</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. + </summary> + <param name="pathPercentage">Percentage of the path (0 to 1) on which to get the point</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.PathGetDrawPoints(DG.Tweening.Tween,System.Int32)"> + <summary> + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns <code>NULL</code> if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. + </summary> + <param name="subdivisionsXSegment">How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths</param> + </member> + <member name="M:DG.Tweening.TweenExtensions.PathLength(DG.Tweening.Tween)"> + <summary> + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling <code>myTween.ForceInit()</code>. + </summary> + </member> + <member name="T:DG.Tweening.LoopType"> + <summary> + Types of loop + </summary> + </member> + <member name="F:DG.Tweening.LoopType.Restart"> + <summary>Each loop cycle restarts from the beginning</summary> + </member> + <member name="F:DG.Tweening.LoopType.Yoyo"> + <summary>The tween moves forward and backwards at alternate cycles</summary> + </member> + <member name="F:DG.Tweening.LoopType.Incremental"> + <summary>Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + <para>In case of String tweens works only if the tween is set as relative</para></summary> + </member> + <member name="T:DG.Tweening.Sequence"> + <summary> + Controls other tweens as a group + </summary> + </member> + <member name="T:DG.Tweening.ShortcutExtensions"> + <summary> + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOAspect(UnityEngine.Camera,System.Single,System.Single)"> + <summary>Tweens a Camera's <code>aspect</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Camera,UnityEngine.Color,System.Single)"> + <summary>Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFarClipPlane(UnityEngine.Camera,System.Single,System.Single)"> + <summary>Tweens a Camera's <code>farClipPlane</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFieldOfView(UnityEngine.Camera,System.Single,System.Single)"> + <summary>Tweens a Camera's <code>fieldOfView</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DONearClipPlane(UnityEngine.Camera,System.Single,System.Single)"> + <summary>Tweens a Camera's <code>nearClipPlane</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOOrthoSize(UnityEngine.Camera,System.Single,System.Single)"> + <summary>Tweens a Camera's <code>orthographicSize</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPixelRect(UnityEngine.Camera,UnityEngine.Rect,System.Single)"> + <summary>Tweens a Camera's <code>pixelRect</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORect(UnityEngine.Camera,UnityEngine.Rect,System.Single)"> + <summary>Tweens a Camera's <code>rect</code> to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength on each axis</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Camera,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength on each axis</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Light,UnityEngine.Color,System.Single)"> + <summary>Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOIntensity(UnityEngine.Light,System.Single,System.Single)"> + <summary>Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShadowStrength(UnityEngine.Light,System.Single,System.Single)"> + <summary>Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.LineRenderer,DG.Tweening.Color2,DG.Tweening.Color2,System.Single)"> + <summary>Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + <para>Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them.</para></summary> + <param name="startValue">The start value to tween from</param> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Single)"> + <summary>Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)"> + <summary>Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOColor(UnityEngine.Material,UnityEngine.Color,System.Int32,System.Single)"> + <summary>Tweens a Material's named color property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Single)"> + <summary>Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.String,System.Single)"> + <summary>Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFade(UnityEngine.Material,System.Single,System.Int32,System.Single)"> + <summary>Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.String,System.Single)"> + <summary>Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="property">The name of the material property to tween</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFloat(UnityEngine.Material,System.Single,System.Int32,System.Single)"> + <summary>Tweens a Material's named float property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.Single)"> + <summary>Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOOffset(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)"> + <summary>Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="property">The name of the material property to tween</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.Single)"> + <summary>Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOTiling(UnityEngine.Material,UnityEngine.Vector2,System.String,System.Single)"> + <summary>Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="property">The name of the material property to tween</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.String,System.Single)"> + <summary>Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="property">The name of the material property to tween</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOVector(UnityEngine.Material,UnityEngine.Vector4,System.Int32,System.Single)"> + <summary>Tweens a Material's named Vector property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOResize(UnityEngine.TrailRenderer,System.Single,System.Single,System.Single)"> + <summary>Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary> + <param name="toStartWidth">The end startWidth to reach</param><param name="toEndWidth">The end endWidth to reach</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOTime(UnityEngine.TrailRenderer,System.Single,System.Single)"> + <summary>Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> + <summary>Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> + <summary>Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> + <summary>Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> + <summary>Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMove(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> + <summary>Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveX(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> + <summary>Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveY(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> + <summary>Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalMoveZ(UnityEngine.Transform,System.Single,System.Single,System.Boolean)"> + <summary>Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> + <summary>Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="mode">Rotation mode</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)"> + <summary>Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + <para>PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para> + </summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotate(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> + <summary>Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + <param name="mode">Rotation mode</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalRotateQuaternion(UnityEngine.Transform,UnityEngine.Quaternion,System.Single)"> + <summary>Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + <para>PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence)</para> + </summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> + <summary>Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOScale(UnityEngine.Transform,System.Single,System.Single)"> + <summary>Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOScaleX(UnityEngine.Transform,System.Single,System.Single)"> + <summary>Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOScaleY(UnityEngine.Transform,System.Single,System.Single)"> + <summary>Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOScaleZ(UnityEngine.Transform,System.Single,System.Single)"> + <summary>Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"> + <summary>Tweens a Transform's rotation so that it will look towards the given world position. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param> + <param name="axisConstraint">Eventual axis constraint for the rotation</param> + <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DODynamicLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"> + <summary><code>EXPERIMENTAL</code> Tweens a Transform's rotation so that it will look towards the given world position, + while also updating the lookAt position every frame + (contrary to <see cref="M:DG.Tweening.ShortcutExtensions.DOLookAt(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.AxisConstraint,System.Nullable{UnityEngine.Vector3})"/> which calculates the lookAt rotation only once, when the tween starts). + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param> + <param name="axisConstraint">Eventual axis constraint for the rotation</param> + <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPunchPosition(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic.</summary> + <param name="punch">The direction and strength of the punch (added to the Transform's current position)</param> + <param name="duration">The duration of the tween</param> + <param name="vibrato">Indicates how much will the punch vibrate</param> + <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPunchScale(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> + <summary>Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic.</summary> + <param name="punch">The punch strength (added to the Transform's current scale)</param> + <param name="duration">The duration of the tween</param> + <param name="vibrato">Indicates how much will the punch vibrate</param> + <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> + <summary>Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic.</summary> + <param name="punch">The punch strength (added to the Transform's current rotation)</param> + <param name="duration">The duration of the tween</param> + <param name="vibrato">Indicates how much will the punch vibrate</param> + <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean,System.Boolean)"> + <summary>Shakes a Transform's localPosition with the given values.</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakePosition(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean,System.Boolean)"> + <summary>Shakes a Transform's localPosition with the given values.</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength on each axis</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Transform's localRotation.</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakeRotation(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Transform's localRotation.</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength on each axis</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Transform's localScale.</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOShakeScale(UnityEngine.Transform,System.Single,UnityEngine.Vector3,System.Int32,System.Single,System.Boolean)"> + <summary>Shakes a Transform's localScale.</summary> + <param name="duration">The duration of the tween</param> + <param name="strength">The shake strength on each axis</param> + <param name="vibrato">Indicates how much will the shake vibrate</param> + <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction.</param> + <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> + <param name="numJumps">Total number of jumps</param> + <param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalJump(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single,System.Boolean)"> + <summary>Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param> + <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> + <param name="numJumps">Total number of jumps</param> + <param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})"> + <summary>Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="path">The waypoints to go through</param> + <param name="duration">The duration of the tween</param> + <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> + <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> + <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,UnityEngine.Vector3[],System.Single,DG.Tweening.PathType,DG.Tweening.PathMode,System.Int32,System.Nullable{UnityEngine.Color})"> + <summary>Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="path">The waypoint to go through</param> + <param name="duration">The duration of the tween</param> + <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> + <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> + <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPath(UnityEngine.Transform,DG.Tweening.Plugins.Core.PathCore.Path,System.Single,DG.Tweening.PathMode)"> + <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/> + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="path">The path to use</param> + <param name="duration">The duration of the tween</param> + <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOLocalPath(UnityEngine.Transform,DG.Tweening.Plugins.Core.PathCore.Path,System.Single,DG.Tweening.PathMode)"> + <summary>IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead.<para/> + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="path">The path to use</param> + <param name="duration">The duration of the tween</param> + <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOTimeScale(DG.Tweening.Tween,System.Single,System.Single)"> + <summary>Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Light,UnityEngine.Color,System.Single)"> + <summary>Tweens a Light's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Light as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Single)"> + <summary>Tweens a Material's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.String,System.Single)"> + <summary>Tweens a Material's named color property to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The value to tween to</param> + <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableColor(UnityEngine.Material,UnityEngine.Color,System.Int32,System.Single)"> + <summary>Tweens a Material's named color property with the given ID to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations</summary> + <param name="endValue">The value to tween to</param> + <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + <param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> + <summary>Tweens a Transform's position BY the given value (as if you chained a <code>SetRelative</code>), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalMoveBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Boolean)"> + <summary>Tweens a Transform's localPosition BY the given value (as if you chained a <code>SetRelative</code>), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> + <summary>EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a <code>SetRelative</code>), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> + <param name="mode">Rotation mode</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableLocalRotateBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single,DG.Tweening.RotateMode)"> + <summary>EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a <code>SetRelative</code>), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> + <param name="mode">Rotation mode</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendablePunchRotation(UnityEngine.Transform,UnityEngine.Vector3,System.Single,System.Int32,System.Single)"> + <summary>Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target</summary> + <param name="punch">The punch strength (added to the Transform's current rotation)</param> + <param name="duration">The duration of the tween</param> + <param name="vibrato">Indicates how much will the punch vibrate</param> + <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOBlendableScaleBy(UnityEngine.Transform,UnityEngine.Vector3,System.Single)"> + <summary>Tweens a Transform's localScale BY the given value (as if you chained a <code>SetRelative</code>), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations</summary> + <param name="byValue">The value to tween by</param><param name="duration">The duration of the tween</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Component,System.Boolean)"> + <summary> + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + </summary> + <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOComplete(UnityEngine.Material,System.Boolean)"> + <summary> + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + </summary> + <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOKill(UnityEngine.Component,System.Boolean)"> + <summary> + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + </summary> + <param name="complete">If TRUE completes the tween before killing it</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOKill(UnityEngine.Material,System.Boolean)"> + <summary> + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + </summary> + <param name="complete">If TRUE completes the tween before killing it</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFlip(UnityEngine.Component)"> + <summary> + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOFlip(UnityEngine.Material)"> + <summary> + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOGoto(UnityEngine.Component,System.Single,System.Boolean)"> + <summary> + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + </summary> + <param name="to">Time position to reach + (if higher than the whole tween duration the tween will simply reach its end)</param> + <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOGoto(UnityEngine.Material,System.Single,System.Boolean)"> + <summary> + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + </summary> + <param name="to">Time position to reach + (if higher than the whole tween duration the tween will simply reach its end)</param> + <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPause(UnityEngine.Component)"> + <summary> + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPause(UnityEngine.Material)"> + <summary> + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPlay(UnityEngine.Component)"> + <summary> + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPlay(UnityEngine.Material)"> + <summary> + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPlayBackwards(UnityEngine.Component)"> + <summary> + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPlayBackwards(UnityEngine.Material)"> + <summary> + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPlayForward(UnityEngine.Component)"> + <summary> + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOPlayForward(UnityEngine.Material)"> + <summary> + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Component,System.Boolean)"> + <summary> + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORestart(UnityEngine.Material,System.Boolean)"> + <summary> + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Component,System.Boolean)"> + <summary> + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DORewind(UnityEngine.Material,System.Boolean)"> + <summary> + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Component)"> + <summary> + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOSmoothRewind(UnityEngine.Material)"> + <summary> + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Component)"> + <summary> + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + </summary> + </member> + <member name="M:DG.Tweening.ShortcutExtensions.DOTogglePause(UnityEngine.Material)"> + <summary> + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + </summary> + </member> + <member name="T:DG.Tweening.TweenParams"> + <summary> + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + </summary> + </member> + <member name="F:DG.Tweening.TweenParams.Params"> + <summary>A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects</summary> + </member> + <member name="M:DG.Tweening.TweenParams.#ctor"> + <summary>Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via <code>myTween.SetAs(myTweenParms)</code></summary> + </member> + <member name="M:DG.Tweening.TweenParams.Clear"> + <summary>Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one</summary> + </member> + <member name="M:DG.Tweening.TweenParams.SetAutoKill(System.Boolean)"> + <summary>Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started</summary> + <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetId(System.Object)"> + <summary>Sets an ID for the tween, which can then be used as a filter with DOTween's static methods.</summary> + <param name="id">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetTarget(System.Object)"> + <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para> + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary> + <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetLoops(System.Int32,System.Nullable{DG.Tweening.LoopType})"> + <summary>Sets the looping options for the tween. + Has no effect if the tween has already started</summary> + <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> + <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.Ease,System.Nullable{System.Single},System.Nullable{System.Single})"> + <summary>Sets the ease of the tween. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + <param name="overshootOrAmplitude">Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158)</param> + <param name="period">Eventual period to use with Elastic easeType (default is 0)</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetEase(UnityEngine.AnimationCurve)"> + <summary>Sets the ease of the tween using an AnimationCurve. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + </member> + <member name="M:DG.Tweening.TweenParams.SetEase(DG.Tweening.EaseFunction)"> + <summary>Sets the ease of the tween using a custom ease function. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + </member> + <member name="M:DG.Tweening.TweenParams.SetRecyclable(System.Boolean)"> + <summary>Sets the recycling behaviour for the tween.</summary> + <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetUpdate(System.Boolean)"> + <summary>Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale</summary> + <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> + </member> + <member name="M:DG.Tweening.TweenParams.SetUpdate(DG.Tweening.UpdateType,System.Boolean)"> + <summary>Sets the type of update (default or independent) for the tween</summary> + <param name="updateType">The type of update (default: UpdateType.Normal)</param> + <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> + </member> + <member name="M:DG.Tweening.TweenParams.OnStart(DG.Tweening.TweenCallback)"> + <summary>Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnPlay(DG.Tweening.TweenCallback)"> + <summary>Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnRewind(DG.Tweening.TweenCallback)"> + <summary>Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling <code>Rewind</code> or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnUpdate(DG.Tweening.TweenCallback)"> + <summary>Sets the onUpdate callback for the tween. + Called each time the tween updates</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnStepComplete(DG.Tweening.TweenCallback)"> + <summary>Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnComplete(DG.Tweening.TweenCallback)"> + <summary>Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnKill(DG.Tweening.TweenCallback)"> + <summary>Sets the onKill callback for the tween. + Called the moment the tween is killed</summary> + </member> + <member name="M:DG.Tweening.TweenParams.OnWaypointChange(DG.Tweening.TweenCallback{System.Int32})"> + <summary>Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint</summary> + </member> + <member name="M:DG.Tweening.TweenParams.SetDelay(System.Single)"> + <summary>Sets a delayed startup for the tween. + <para>Has no effect on Sequences or if the tween has already started</para></summary> + </member> + <member name="M:DG.Tweening.TweenParams.SetRelative(System.Boolean)"> + <summary>If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). + <para>Has no effect on Sequences or if the tween has already started</para></summary> + </member> + <member name="M:DG.Tweening.TweenParams.SetSpeedBased(System.Boolean)"> + <summary>If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> + </member> + <member name="T:DG.Tweening.TweenSettingsExtensions"> + <summary> + Methods that extend Tween objects and allow to set their parameters + </summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0)"> + <summary>Sets the autoKill behaviour of the tween to TRUE. + <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetAutoKill``1(``0,System.Boolean)"> + <summary>Sets the autoKill behaviour of the tween. + <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary> + <param name="autoKillOnCompletion">If TRUE the tween will be automatically killed when complete</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Object)"> + <summary>Sets an ID for the tween (<see cref="F:DG.Tweening.Tween.id"/>), which can then be used as a filter with DOTween's static methods.</summary> + <param name="objectId">The ID to assign to this tween. Can be an int, a string, an object or anything else.</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.String)"> + <summary>Sets a string ID for the tween (<see cref="F:DG.Tweening.Tween.stringId"/>), which can then be used as a filter with DOTween's static methods.<para/> + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload)</summary> + <param name="stringId">The string ID to assign to this tween.</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetId``1(``0,System.Int32)"> + <summary>Sets an int ID for the tween (<see cref="F:DG.Tweening.Tween.intId"/>), which can then be used as a filter with DOTween's static methods.<para/> + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads)</summary> + <param name="intId">The int ID to assign to this tween.</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLink``1(``0,UnityEngine.GameObject)"> + <summary>Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + <code>Has no effect</code> if the tween is added to a Sequence</summary> + <param name="gameObject">The link target (unrelated to the target set via <code>SetTarget</code>)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLink``1(``0,UnityEngine.GameObject,DG.Tweening.LinkBehaviour)"> + <summary>Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + <code>Has no effect</code> if the tween is added to a Sequence</summary> + <param name="gameObject">The link target (unrelated to the target set via <code>SetTarget</code>)</param> + <param name="behaviour">The behaviour to use (<see cref="F:DG.Tweening.LinkBehaviour.KillOnDestroy"/> is always evaluated even if you choose another one)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetTarget``1(``0,System.Object)"> + <summary>Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + <para>IMPORTANT: use it with caution. If you just want to set an ID for the tween use <code>SetId</code> instead.</para> + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly.</summary> + <param name="target">The target to assign to this tween. Can be an int, a string, an object or anything else.</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32)"> + <summary>Sets the looping options for the tween. + Has no effect if the tween has already started</summary> + <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLoops``1(``0,System.Int32,DG.Tweening.LoopType)"> + <summary>Sets the looping options for the tween. + Has no effect if the tween has already started</summary> + <param name="loops">Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence)</param> + <param name="loopType">Loop behaviour type (default: LoopType.Restart)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease)"> + <summary>Sets the ease of the tween. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single)"> + <summary>Sets the ease of the tween. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + <param name="overshoot"> + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + <para>In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para> + </param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.Ease,System.Single,System.Single)"> + <summary>Sets the ease of the tween. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + <param name="amplitude">Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + <para>In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value.</para> + </param> + <param name="period">Eventual period to use with Elastic or Flash easeType (default is 0). + <para>In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end.</para> + </param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,UnityEngine.AnimationCurve)"> + <summary>Sets the ease of the tween using an AnimationCurve. + <para>If applied to Sequences eases the whole sequence animation</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetEase``1(``0,DG.Tweening.EaseFunction)"> + <summary>Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + <para>If applied to Sequences eases the whole sequence animation</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0)"> + <summary>Allows the tween to be recycled after being killed.</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetRecyclable``1(``0,System.Boolean)"> + <summary>Sets the recycling behaviour for the tween.</summary> + <param name="recyclable">If TRUE the tween will be recycled after being killed, otherwise it will be destroyed.</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,System.Boolean)"> + <summary>Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale</summary> + <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType)"> + <summary>Sets the type of update for the tween</summary> + <param name="updateType">The type of update (defalt: UpdateType.Normal)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetUpdate``1(``0,DG.Tweening.UpdateType,System.Boolean)"> + <summary>Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale</summary> + <param name="updateType">The type of update</param> + <param name="isIndependentUpdate">If TRUE the tween will ignore Unity's Time.timeScale</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetInverted``1(``0)"> + <summary>EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetInverted``1(``0,System.Boolean)"> + <summary>EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + <code>Has no effect</code> if the tween has already started or if it's added to a Sequence</summary> + <param name="inverted">If TRUE the tween will be inverted, otherwise it won't</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnStart``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onStart</code> callback for the tween, clearing any previous <code>onStart</code> callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnPlay``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onPlay</code> callback for the tween, clearing any previous <code>onPlay</code> callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnPause``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onPause</code> callback for the tween, clearing any previous <code>onPause</code> callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnRewind``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onRewind</code> callback for the tween, clearing any previous <code>onRewind</code> callback that was set. + Called when the tween is rewinded, + either by calling <code>Rewind</code> or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnUpdate``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onUpdate</code> callback for the tween, clearing any previous <code>onUpdate</code> callback that was set. + Called each time the tween updates</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnStepComplete``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onStepComplete</code> callback for the tween, clearing any previous <code>onStepComplete</code> callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnComplete``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onComplete</code> callback for the tween, clearing any previous <code>onComplete</code> callback that was set. + Called the moment the tween reaches its final forward position, loops included</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnKill``1(``0,DG.Tweening.TweenCallback)"> + <summary>Sets the <code>onKill</code> callback for the tween, clearing any previous <code>onKill</code> callback that was set. + Called the moment the tween is killed</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.OnWaypointChange``1(``0,DG.Tweening.TweenCallback{System.Int32})"> + <summary>Sets the <code>onWaypointChange</code> callback for the tween, clearing any previous <code>onWaypointChange</code> callback that was set. + Called when a path tween's current waypoint changes</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.Tween)"> + <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + <para>Has no effect if the tween has already started.</para> + NOTE: the tween's <code>target</code> will not be changed</summary> + <param name="asTween">Tween from which to copy the parameters</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetAs``1(``0,DG.Tweening.TweenParams)"> + <summary>Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + <para>Has no effect if the tween has already started.</para></summary> + <param name="tweenParams">TweenParams from which to copy the parameters</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.Append(DG.Tweening.Sequence,DG.Tweening.Tween)"> + <summary>Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started</summary> + <param name="t">The tween to append</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.Prepend(DG.Tweening.Sequence,DG.Tweening.Tween)"> + <summary>Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started</summary> + <param name="t">The tween to prepend</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.Join(DG.Tweening.Sequence,DG.Tweening.Tween)"> + <summary>Inserts the given tween at the same time position of the last tween, callback or intervale added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.Insert(DG.Tweening.Sequence,System.Single,DG.Tweening.Tween)"> + <summary>Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started</summary> + <param name="atPosition">The time position where the tween will be placed</param> + <param name="t">The tween to insert</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.AppendInterval(DG.Tweening.Sequence,System.Single)"> + <summary>Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started</summary> + <param name="interval">The interval duration</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)"> + <summary>Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started</summary> + <param name="interval">The interval duration</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.AppendCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)"> + <summary>Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started</summary> + <param name="callback">The callback to append</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.PrependCallback(DG.Tweening.Sequence,DG.Tweening.TweenCallback)"> + <summary>Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started</summary> + <param name="callback">The callback to prepend</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.InsertCallback(DG.Tweening.Sequence,System.Single,DG.Tweening.TweenCallback)"> + <summary>Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started</summary> + <param name="atPosition">The time position where the callback will be placed</param> + <param name="callback">The callback to insert</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0)"> + <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue.</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean)"> + <summary>Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue.</summary> + <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From``1(``0,System.Boolean,System.Boolean)"> + <summary>Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, + and the previously passed endValue as the actual startValue.</summary> + <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param> + <param name="isRelative">If TRUE the FROM value will be calculated as relative to the current one</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From``3(DG.Tweening.Core.TweenerCore{``0,``1,``2},``1,System.Boolean,System.Boolean)"> + <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately.</summary> + <param name="fromValue">Value to start from</param> + <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param> + <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Single,System.Boolean,System.Boolean)"> + <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately.</summary> + <param name="fromAlphaValue">Alpha value to start from (in case of Fade tweens)</param> + <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param> + <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Single,System.Boolean,System.Boolean)"> + <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately.</summary> + <param name="fromValue">Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)</param> + <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param> + <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.From(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.CircleOptions},System.Single,System.Boolean,System.Boolean)"> + <summary>Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately.</summary> + <param name="fromValueDegrees">Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens)</param> + <param name="setImmediately">If TRUE sets the target to from value immediately, otherwise waits for the tween to start</param> + <param name="isRelative">If TRUE the FROM/TO values will be calculated as relative to the current ones</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single)"> + <summary>Sets a delayed startup for the tween.<para/> + In case of Sequences behaves the same as <see cref="M:DG.Tweening.TweenSettingsExtensions.PrependInterval(DG.Tweening.Sequence,System.Single)"/>, + which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle).<para/> + Has no effect if the tween has already started</summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetDelay``1(``0,System.Single,System.Boolean)"> + <summary>EXPERIMENTAL: implemented in v1.2.340.<para/> + Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences.<para/> + Has no effect if the tween has already started</summary> + <param name="asPrependedIntervalIfSequence">Only used by <see cref="T:DG.Tweening.Sequence"/> types: If FALSE sets the delay as a one-time occurrence + (defaults to this for <see cref="T:DG.Tweening.Tweener"/> types), + otherwise as a Sequence interval which will repeat at the beginning of every loop cycle</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0)"> + <summary>Sets the tween as relative + (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). + <para>Has no effect on Sequences or if the tween has already started</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetRelative``1(``0,System.Boolean)"> + <summary>If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as <code>startValue + endValue</code> instead than being used directly). + <para>Has no effect on Sequences or if the tween has already started</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0)"> + <summary>If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetSpeedBased``1(``0,System.Boolean)"> + <summary>If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + <para>Has no effect on Sequences, nested tweens, or if the tween has already started</para></summary> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.Single,System.Single,DG.Tweening.Plugins.Options.FloatOptions},System.Boolean)"> + <summary>Options for float tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> + <summary>Options for Vector2 tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> + <summary>Options for Vector2 tweens</summary> + <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> + <summary>Options for Vector3 tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> + <summary>Options for Vector3 tweens</summary> + <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},System.Boolean)"> + <summary>Options for Vector4 tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector4,UnityEngine.Vector4,DG.Tweening.Plugins.Options.VectorOptions},DG.Tweening.AxisConstraint,System.Boolean)"> + <summary>Options for Vector4 tweens</summary> + <param name="axisConstraint">Selecting an axis will tween the vector only on that axis, leaving the others untouched</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Quaternion,UnityEngine.Vector3,DG.Tweening.Plugins.Options.QuaternionOptions},System.Boolean)"> + <summary>Options for Quaternion tweens</summary> + <param name="useShortest360Route">If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Color,UnityEngine.Color,DG.Tweening.Plugins.Options.ColorOptions},System.Boolean)"> + <summary>Options for Color tweens</summary> + <param name="alphaOnly">If TRUE only the alpha value of the color will be tweened</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Rect,UnityEngine.Rect,DG.Tweening.Plugins.Options.RectOptions},System.Boolean)"> + <summary>Options for Vector4 tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{System.String,System.String,DG.Tweening.Plugins.Options.StringOptions},System.Boolean,DG.Tweening.ScrambleMode,System.String)"> + <summary>Options for Vector4 tweens</summary> + <param name="richTextEnabled">If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text</param> + <param name="scrambleMode">The type of scramble to use, if any</param> + <param name="scrambleChars">A string containing the characters to use for scrambling. + Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + Leave it to NULL to use default ones</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},System.Boolean)"> + <summary>Options for Vector3Array tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,UnityEngine.Vector3[],DG.Tweening.Plugins.Options.Vector3ArrayOptions},DG.Tweening.AxisConstraint,System.Boolean)"> + <summary>Options for Vector3Array tweens</summary> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector2,UnityEngine.Vector2,DG.Tweening.Plugins.CircleOptions},System.Single,System.Boolean,System.Boolean)"> + <summary>Options for ShapeCircle tweens</summary> + <param name="relativeCenter">If TRUE the center you set in the DOTween.To method will be considered as relative + to the starting position of the target</param> + <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)"> + <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary> + <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this: + <para>AxisConstrain.X | AxisConstraint.Y</para></param> + <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + <para>AxisConstrain.X | AxisConstraint.Y</para></param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetOptions(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Boolean,DG.Tweening.AxisConstraint,DG.Tweening.AxisConstraint)"> + <summary>Options for Path tweens (created via the <code>DOPath</code> shortcut)</summary> + <param name="closePath">If TRUE the path will be automatically closed</param> + <param name="lockPosition">The eventual movement axis to lock. You can input multiple axis if you separate them like this: + <para>AxisConstrain.X | AxisConstraint.Y</para></param> + <param name="lockRotation">The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + <para>AxisConstrain.X | AxisConstraint.Y</para></param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> + <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> + <param name="lookAtPosition">The position to look at</param> + <param name="forwardDirection">The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform</param> + <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Vector3,System.Boolean)"> + <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). + Orients the target towards the given position with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> + <param name="lookAtPosition">The position to look at</param> + <param name="stableZRotation">If TRUE doesn't rotate the target along the Z axis</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> + <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> + <param name="lookAtTransform">The transform to look at</param> + <param name="forwardDirection">The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform</param> + <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},UnityEngine.Transform,System.Boolean)"> + <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). + Orients the target towards another transform with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> + <param name="lookAtTransform">The transform to look at</param> + <param name="stableZRotation">If TRUE doesn't rotate the target along the Z axis</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Nullable{UnityEngine.Vector3},System.Nullable{UnityEngine.Vector3})"> + <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> + <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param> + <param name="forwardDirection">The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform</param> + <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> + </member> + <member name="M:DG.Tweening.TweenSettingsExtensions.SetLookAt(DG.Tweening.Core.TweenerCore{UnityEngine.Vector3,DG.Tweening.Plugins.Core.PathCore.Path,DG.Tweening.Plugins.Options.PathOptions},System.Single,System.Boolean)"> + <summary>Additional LookAt options for Path tweens (created via the <code>DOPath</code> shortcut). + Orients the path with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a <code>SetOptions</code></summary> + <param name="lookAhead">The percentage of lookAhead to use (0 to 1)</param> + <param name="stableZRotation">If TRUE doesn't rotate the target along the Z axis</param> + </member> + <member name="T:DG.Tweening.LogBehaviour"> + <summary> + Types of log behaviours + </summary> + </member> + <member name="F:DG.Tweening.LogBehaviour.Default"> + <summary>Log only warnings and errors</summary> + </member> + <member name="F:DG.Tweening.LogBehaviour.Verbose"> + <summary>Log warnings, errors and additional infos</summary> + </member> + <member name="F:DG.Tweening.LogBehaviour.ErrorsOnly"> + <summary>Log only errors</summary> + </member> + <member name="T:DG.Tweening.Tween"> + <summary> + Indicates either a Tweener or a Sequence + </summary> + </member> + <member name="F:DG.Tweening.Tween.timeScale"> + <summary>TimeScale for the tween</summary> + </member> + <member name="F:DG.Tweening.Tween.isBackwards"> + <summary>If TRUE the tween will play backwards</summary> + </member> + <member name="F:DG.Tweening.Tween.isInverted"> + <summary>If TRUE the tween is completely inverted but without playing it backwards + (play backwards will actually play the tween in the original direction)</summary> + </member> + <member name="F:DG.Tweening.Tween.id"> + <summary>Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use <see cref="F:DG.Tweening.Tween.stringId"/> or <see cref="F:DG.Tweening.Tween.intId"/> for those)</summary> + </member> + <member name="F:DG.Tweening.Tween.stringId"> + <summary>String ID (usable for filtering with DOTween static methods). 2X faster than using an object id</summary> + </member> + <member name="F:DG.Tweening.Tween.intId"> + <summary>Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds</summary> + </member> + <member name="F:DG.Tweening.Tween.target"> + <summary>Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts</summary> + </member> + <member name="F:DG.Tweening.Tween.onPlay"> + <summary>Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state</summary> + </member> + <member name="F:DG.Tweening.Tween.onPause"> + <summary>Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion.</summary> + </member> + <member name="F:DG.Tweening.Tween.onRewind"> + <summary>Called when the tween is rewinded, + either by calling <code>Rewind</code> or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback</summary> + </member> + <member name="F:DG.Tweening.Tween.onUpdate"> + <summary>Called each time the tween updates</summary> + </member> + <member name="F:DG.Tweening.Tween.onStepComplete"> + <summary>Called the moment the tween completes one loop cycle</summary> + </member> + <member name="F:DG.Tweening.Tween.onComplete"> + <summary>Called the moment the tween reaches completion (loops included)</summary> + </member> + <member name="F:DG.Tweening.Tween.onKill"> + <summary>Called the moment the tween is killed</summary> + </member> + <member name="F:DG.Tweening.Tween.onWaypointChange"> + <summary>Called when a path tween's current waypoint changes</summary> + </member> + <member name="P:DG.Tweening.Tween.isRelative"> + <summary>Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative</summary> + </member> + <member name="F:DG.Tweening.Tween.debugTargetId"> + <summary> + Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option + </summary> + </member> + <member name="P:DG.Tweening.Tween.active"> + <summary>FALSE when tween is (or should be) despawned - set only by TweenManager</summary> + </member> + <member name="P:DG.Tweening.Tween.fullPosition"> + <summary>Gets and sets the time position (loops included, delays excluded) of the tween</summary> + </member> + <member name="P:DG.Tweening.Tween.hasLoops"> + <summary>Returns TRUE if the tween is set to loop (either a set number of times or infinitely)</summary> + </member> + <member name="P:DG.Tweening.Tween.playedOnce"> + <summary>TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed</summary> + </member> + <member name="P:DG.Tweening.Tween.position"> + <summary>Time position within a single loop cycle</summary> + </member> + <member name="T:DG.Tweening.Tweener"> + <summary> + Animates a single value + </summary> + </member> + <member name="M:DG.Tweening.Tweener.ChangeStartValue(System.Object,System.Single)"> + <summary>Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newStartValue">The new start value</param> + <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> + </member> + <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Single,System.Boolean)"> + <summary>Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newEndValue">The new end value</param> + <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> + <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> + </member> + <member name="M:DG.Tweening.Tweener.ChangeEndValue(System.Object,System.Boolean)"> + <summary>Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newEndValue">The new end value</param> + <param name="snapStartValue">If TRUE the start value will become the current target's value, otherwise it will stay the same</param> + </member> + <member name="M:DG.Tweening.Tweener.ChangeValues(System.Object,System.Object,System.Single)"> + <summary>Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences</summary> + <param name="newStartValue">The new start value</param> + <param name="newEndValue">The new end value</param> + <param name="newDuration">If bigger than 0 applies it as the new tween duration</param> + </member> + <member name="T:DG.Tweening.TweenType"> + <summary> + Used internally + </summary> + </member> + <member name="T:DG.Tweening.UpdateType"> + <summary> + Update type + </summary> + </member> + <member name="F:DG.Tweening.UpdateType.Normal"> + <summary>Updates every frame during Update calls</summary> + </member> + <member name="F:DG.Tweening.UpdateType.Late"> + <summary>Updates every frame during LateUpdate calls</summary> + </member> + <member name="F:DG.Tweening.UpdateType.Fixed"> + <summary>Updates using FixedUpdate calls</summary> + </member> + <member name="F:DG.Tweening.UpdateType.Manual"> + <summary>Updates using manual update calls</summary> + </member> + </members> +</doc> diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta new file mode 100644 index 0000000..7a866b5 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.XML.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 34192c5e0d14aee43a0e86cc4823268a +TextScriptImporter: + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.dll b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.dll new file mode 100644 index 0000000..722d427 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a5d5f45d862b2fbc6f4597c2fd01d31f505918459005c461b7142cf898f3b861 +size 172032 diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta new file mode 100644 index 0000000..482dbb8 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/DOTween.dll.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: a811bde74b26b53498b4f6d872b09b6d +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + platformData: + Any: + enabled: 1 + settings: {} + Editor: + enabled: 0 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor.meta new file mode 100644 index 0000000..532edfb --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: b27f58ae5d5c33a4bb2d1f4f34bd036d +folderAsset: yes +DefaultImporter: + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML new file mode 100644 index 0000000..8b82472 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML @@ -0,0 +1,110 @@ +<?xml version="1.0"?> +<doc> + <assembly> + <name>DOTweenEditor</name> + </assembly> + <members> + <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Start(System.Action)"> + <summary> + Starts the update loop of tween in the editor. Has no effect during playMode. + </summary> + <param name="onPreviewUpdated">Eventual callback to call after every update</param> + </member> + <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.Stop(System.Boolean,System.Boolean)"> + <summary> + Stops the update loop and clears the onPreviewUpdated callback. + </summary> + <param name="resetTweenTargets">If TRUE also resets the tweened objects to their original state. + Note that this works by calling Rewind on all tweens, so it will work correctly + only if you have a single tween type per object and it wasn't killed</param> + <param name="clearTweens">If TRUE also kills any cached tween</param> + </member> + <member name="M:DG.DOTweenEditor.DOTweenEditorPreview.PrepareTweenForPreview(DG.Tweening.Tween,System.Boolean,System.Boolean,System.Boolean)"> + <summary> + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. + </summary> + <param name="t">The tween to ready</param> + <param name="clearCallbacks">If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc)</param> + <param name="preventAutoKill">If TRUE prevents the tween from being auto-killed at completion</param> + <param name="andPlay">If TRUE starts playing the tween immediately</param> + </member> + <member name="F:DG.DOTweenEditor.EditorVersion.Version"> + <summary>Full major version + first minor version (ex: 2018.1f)</summary> + </member> + <member name="F:DG.DOTweenEditor.EditorVersion.MajorVersion"> + <summary>Major version</summary> + </member> + <member name="F:DG.DOTweenEditor.EditorVersion.MinorVersion"> + <summary>First minor version (ex: in 2018.1 it would be 1)</summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.SetEditorTexture(UnityEngine.Texture2D,UnityEngine.FilterMode,System.Int32)"> + <summary> + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.DOTweenSetupRequired"> + <summary> + Returns TRUE if setup is required + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.AssetExists(System.String)"> + <summary> + Returns TRUE if the file/directory at the given path exists. + </summary> + <param name="adbPath">Path, relative to Unity's project folder</param> + <returns></returns> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.ADBPathToFullPath(System.String)"> + <summary> + Converts the given project-relative path to a full path, + with backward (\) slashes). + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.FullPathToADBPath(System.String)"> + <summary> + Converts the given full path to a path usable with AssetDatabase methods + (relative to Unity's project folder, and with the correct Unity forward (/) slashes). + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.ConnectToSourceAsset``1(System.String,System.Boolean)"> + <summary> + Connects to a <see cref="T:UnityEngine.ScriptableObject"/> asset. + If the asset already exists at the given path, loads it and returns it. + Otherwise, either returns NULL or automatically creates it before loading and returning it + (depending on the given parameters). + </summary> + <typeparam name="T">Asset type</typeparam> + <param name="adbFilePath">File path (relative to Unity's project folder)</param> + <param name="createIfMissing">If TRUE and the requested asset doesn't exist, forces its creation</param> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.GetAssemblyFilePath(System.Reflection.Assembly)"> + <summary> + Full path for the given loaded assembly, assembly file included + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.AddGlobalDefine(System.String)"> + <summary> + Adds the given global define if it's not already present + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.RemoveGlobalDefine(System.String)"> + <summary> + Removes the given global define if it's present + </summary> + </member> + <member name="M:DG.DOTweenEditor.EditorUtils.HasGlobalDefine(System.String,System.Nullable{UnityEditor.BuildTargetGroup})"> + <summary> + Returns TRUE if the given global define is present in all the <see cref="T:UnityEditor.BuildTargetGroup"/> + or only in the given <see cref="T:UnityEditor.BuildTargetGroup"/>, depending on passed parameters.<para/> + </summary> + <param name="id"></param> + <param name="buildTargetGroup"><see cref="T:UnityEditor.BuildTargetGroup"/>to use. Leave NULL to check in all of them.</param> + </member> + <member name="T:DG.DOTweenEditor.DOTweenDefines"> + <summary> + Not used as menu item anymore, but as a utiity function + </summary> + </member> + </members> +</doc> diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta new file mode 100644 index 0000000..7cec113 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.XML.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: 2e2c6224d345d9249acfa6e8ef40bb2d +TextScriptImporter: + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll new file mode 100644 index 0000000..49e44ef --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4488721cd4a57edd1bdb5c75beaedc0943bb7adc6dee614d027e3e69e1e8814c +size 66048 diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta new file mode 100644 index 0000000..53590f3 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/DOTweenEditor.dll.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 45d5034162d6cf04dbe46da84fc7d074 +PluginImporter: + serializedVersion: 1 + iconMap: {} + executionOrder: {} + isPreloaded: 0 + platformData: + Any: + enabled: 0 + settings: {} + Editor: + enabled: 1 + settings: + DefaultValueInitialized: true + WindowsStoreApps: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta new file mode 100644 index 0000000..a81ba5f --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs.meta @@ -0,0 +1,5 @@ +fileFormatVersion: 2 +guid: 0034ebae0c2a9344e897db1160d71b6d +folderAsset: yes +DefaultImporter: + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png new file mode 100644 index 0000000..f30cda6 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6e6ca81af7b3fdbecc7069b8644047713af97c8e311cd3da97e75eff0b973faa +size 1565 diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta new file mode 100644 index 0000000..61c3cce --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Editor/Imgs/DOTweenIcon.png.meta @@ -0,0 +1,47 @@ +fileFormatVersion: 2 +guid: 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b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs new file mode 100644 index 0000000..2235a79 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs @@ -0,0 +1,202 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if false // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using UnityEngine; +#if UNITY_5 || UNITY_2017_1_OR_NEWER +using UnityEngine.Audio; // Required for AudioMixer +#endif + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleAudio + { + #region Shortcuts + + #region Audio + + /// <summary>Tweens an AudioSource's volume to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param> + public static TweenerCore<float, float, FloatOptions> DOFade(this AudioSource target, float endValue, float duration) + { + if (endValue < 0) endValue = 0; + else if (endValue > 1) endValue = 1; + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens an AudioSource's pitch to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<float, float, FloatOptions> DOPitch(this AudioSource target, float endValue, float duration) + { + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + +#if UNITY_5 || UNITY_2017_1_OR_NEWER + #region AudioMixer (Unity 5 or Newer) + + /// <summary>Tweens an AudioMixer's exposed float to the given value. + /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. + /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer.</summary> + /// <param name="floatName">Name given to the exposed float to set</param> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<float, float, FloatOptions> DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) + { + TweenerCore<float, float, FloatOptions> t = DOTween.To(()=> { + float currVal; + target.GetFloat(floatName, out currVal); + return currVal; + }, x=> target.SetFloat(floatName, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #region Operation Shortcuts + + /// <summary> + /// Completes all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens completed + /// (meaning the tweens that don't have infinite loops and were not already complete) + /// </summary> + /// <param name="withCallbacks">For Sequences only: if TRUE also internal Sequence callbacks will be fired, + /// otherwise they will be ignored</param> + public static int DOComplete(this AudioMixer target, bool withCallbacks = false) + { + return DOTween.Complete(target, withCallbacks); + } + + /// <summary> + /// Kills all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens killed. + /// </summary> + /// <param name="complete">If TRUE completes the tween before killing it</param> + public static int DOKill(this AudioMixer target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// <summary> + /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens flipped. + /// </summary> + public static int DOFlip(this AudioMixer target) + { + return DOTween.Flip(target); + } + + /// <summary> + /// Sends to the given position all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// </summary> + /// <param name="to">Time position to reach + /// (if higher than the whole tween duration the tween will simply reach its end)</param> + /// <param name="andPlay">If TRUE will play the tween after reaching the given position, otherwise it will pause it</param> + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) + { + return DOTween.Goto(target, to, andPlay); + } + + /// <summary> + /// Pauses all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens paused. + /// </summary> + public static int DOPause(this AudioMixer target) + { + return DOTween.Pause(target); + } + + /// <summary> + /// Plays all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// </summary> + public static int DOPlay(this AudioMixer target) + { + return DOTween.Play(target); + } + + /// <summary> + /// Plays backwards all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// </summary> + public static int DOPlayBackwards(this AudioMixer target) + { + return DOTween.PlayBackwards(target); + } + + /// <summary> + /// Plays forward all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// </summary> + public static int DOPlayForward(this AudioMixer target) + { + return DOTween.PlayForward(target); + } + + /// <summary> + /// Restarts all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens restarted. + /// </summary> + public static int DORestart(this AudioMixer target) + { + return DOTween.Restart(target); + } + + /// <summary> + /// Rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// </summary> + public static int DORewind(this AudioMixer target) + { + return DOTween.Rewind(target); + } + + /// <summary> + /// Smoothly rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// </summary> + public static int DOSmoothRewind(this AudioMixer target) + { + return DOTween.SmoothRewind(target); + } + + /// <summary> + /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// </summary> + public static int DOTogglePause(this AudioMixer target) + { + return DOTween.TogglePause(target); + } + + #endregion + + #endregion +#endif + + #endregion + } +} +#endif diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta new file mode 100644 index 0000000..50aa010 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b766d08851589514b97afb23c6f30a70 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs new file mode 100644 index 0000000..aff1235 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -0,0 +1,142 @@ +using UnityEngine; + +#if false || EPO_DOTWEEN // MODULE_MARKER + +using EPOOutline; +using DG.Tweening.Plugins.Options; +using DG.Tweening; +using DG.Tweening.Core; + +namespace DG.Tweening +{ + public static class DOTweenModuleEPOOutline + { + public static int DOKill(this SerializedPass target, bool complete) + { + return DOTween.Kill(target, complete); + } + + public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore<Color, Color, ColorOptions> DOFade(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore<Color, Color, ColorOptions> DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore<Vector4, Vector4, VectorOptions> DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + public static int DOKill(this Outliner target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DOInfoRendererScale(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.InfoRendererScale, x => target.InfoRendererScale = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + public static TweenerCore<float, float, FloatOptions> DOPrimaryRendererScale(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.PrimaryRendererScale, x => target.PrimaryRendererScale = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + } +} +#endif diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta new file mode 100644 index 0000000..4b8991f --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e944529dcaee98f4e9498d80e541d93e +timeCreated: 1602593330 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs new file mode 100644 index 0000000..26f32f6 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -0,0 +1,216 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if false // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics + { + #region Shortcuts + + #region Rigidbody + + /// <summary>Tweens a Rigidbody's position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody's X position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody's Y position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody's Z position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody's rotation to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="mode">Rotation mode</param> + public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) + { + TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + t.plugOptions.rotateMode = mode; + return t; + } + + /// <summary>Tweens a Rigidbody's rotation so that it will look towards the given position. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="towards">The position to look at</param><param name="duration">The duration of the tween</param> + /// <param name="axisConstraint">Eventual axis constraint for the rotation</param> + /// <param name="up">The vector that defines in which direction up is (default: Vector3.up)</param> + public static TweenerCore<Quaternion, Vector3, QuaternionOptions> DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) + { + TweenerCore<Quaternion, Vector3, QuaternionOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); + t.plugOptions.axisConstraint = axisConstraint; + t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; + return t; + } + + #region Special + + /// <summary>Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param> + /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> + /// <param name="numJumps">Total number of jumps</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) + .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// <summary>Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. + /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para> + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath.</para></summary> + /// <param name="path">The waypoints to go through</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + /// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> + public static TweenerCore<Vector3, Path, PathOptions> DOPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + /// <summary>Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// <para>NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened.</para> + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary> + /// <param name="path">The waypoint to go through</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> + public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + Transform trans = target.transform; + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore<Vector3, Path, PathOptions> DOPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta new file mode 100644 index 0000000..0ce0d75 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dae9aa560b4242648a3affa2bfabc365 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs new file mode 100644 index 0000000..d01f728 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -0,0 +1,193 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics2D + { + #region Shortcuts + + #region Rigidbody2D Shortcuts + + /// <summary>Tweens a Rigidbody2D's position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody2D's X position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody2D's Y position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a Rigidbody2D's rotation to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<float, float, FloatOptions> DORotate(this Rigidbody2D target, float endValue, float duration) + { + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + return t; + } + + #region Special + + /// <summary>Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// <para>IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position</para></summary> + /// <param name="endValue">The end value to reach</param> + /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> + /// <param name="numJumps">Total number of jumps</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// <summary>Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para> + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath.</para></summary> + /// <param name="path">The waypoints to go through</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + /// <param name="resolution">The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> + public static TweenerCore<Vector3, Path, PathOptions> DOPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + /// <summary>Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// <para>NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened.</para> + /// <para>BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath.</para></summary> + /// <param name="path">The waypoint to go through</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="pathType">The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points)</param> + /// <param name="pathMode">The path mode: 3D, side-scroller 2D, top-down 2D</param> + /// <param name="resolution">The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints</param> + /// <param name="gizmoColor">The color of the path (shown when gizmos are active in the Play panel and the tween is running)</param> + public static TweenerCore<Vector3, Path, PathOptions> DOLocalPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + Transform trans = target.transform; + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore<Vector3, Path, PathOptions> DOPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore<Vector3, Path, PathOptions> DOLocalPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore<Vector3, Path, PathOptions> t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 0000000..ca9ed29 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 230fe34542e175245ba74b4659dae700 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs new file mode 100644 index 0000000..549fff3 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -0,0 +1,93 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true && (UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleSprite + { + #region Shortcuts + + #region SpriteRenderer + + /// <summary>Tweens a SpriteRenderer's color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOColor(this SpriteRenderer target, Color endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a Material's alpha color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOFade(this SpriteRenderer target, float endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a SpriteRenderer's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param> + public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region Blendables + + #region SpriteRenderer + + /// <summary>Tweens a SpriteRenderer's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> + public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 0000000..a0c67c4 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 188918ab119d93148aa0de59ccf5286b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs new file mode 100644 index 0000000..dc24ebf --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -0,0 +1,660 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true && (UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER) // MODULE_MARKER + +using System; +using System.Globalization; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Options; +using Outline = UnityEngine.UI.Outline; +using Text = UnityEngine.UI.Text; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUI + { + #region Shortcuts + + #region CanvasGroup + + /// <summary>Tweens a CanvasGroup's alpha color to the given value. + /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<float, float, FloatOptions> DOFade(this CanvasGroup target, float endValue, float duration) + { + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Graphic + + /// <summary>Tweens an Graphic's color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Graphic target, Color endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens an Graphic's alpha color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Graphic target, float endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Image + + /// <summary>Tweens an Image's color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Image target, Color endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens an Image's alpha color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Image target, float endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens an Image's fillAmount to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach (0 to 1)</param><param name="duration">The duration of the tween</param> + public static TweenerCore<float, float, FloatOptions> DOFillAmount(this Image target, float endValue, float duration) + { + if (endValue > 1) endValue = 1; + else if (endValue < 0) endValue = 0; + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens an Image's colors using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param> + public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region LayoutElement + + /// <summary>Tweens an LayoutElement's flexibleWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { + target.flexibleWidth = x.x; + target.flexibleHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens an LayoutElement's minWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { + target.minWidth = x.x; + target.minHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens an LayoutElement's preferredWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { + target.preferredWidth = x.x; + target.preferredHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Outline + + /// <summary>Tweens a Outline's effectColor to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Outline target, Color endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a Outline's effectColor alpha to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Outline target, float endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a Outline's effectDistance to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOScale(this Outline target, Vector2 endValue, float duration) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region RectTransform + + /// <summary>Tweens a RectTransform's anchoredPosition to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's anchoredPosition X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's anchoredPosition Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a RectTransform's anchoredPosition3D to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's anchoredPosition3D X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's anchoredPosition3D Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's anchoredPosition3D Z to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector3, Vector3, VectorOptions> DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore<Vector3, Vector3, VectorOptions> t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a RectTransform's anchorMax to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a RectTransform's anchorMin to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Tweens a RectTransform's pivot to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivot(this RectTransform target, Vector2 endValue, float duration) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); + t.SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's pivot X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotX(this RectTransform target, float endValue, float duration) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X).SetTarget(target); + return t; + } + /// <summary>Tweens a RectTransform's pivot Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOPivotY(this RectTransform target, float endValue, float duration) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y).SetTarget(target); + return t; + } + + /// <summary>Tweens a RectTransform's sizeDelta to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// <summary>Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one + /// as if it was connected to the starting position via an elastic. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="punch">The direction and strength of the punch (added to the RectTransform's current position)</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="vibrato">Indicates how much will the punch vibrate</param> + /// <param name="elasticity">Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + /// 1 creates a full oscillation between the punch direction and the opposite direction, + /// while 0 oscillates only between the punch and the start position</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) + { + return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity) + .SetTarget(target).SetOptions(snapping); + } + + /// <summary>Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="duration">The duration of the tween</param> + /// <param name="strength">The shake strength</param> + /// <param name="vibrato">Indicates how much will the shake vibrate</param> + /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction.</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// <summary>Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="duration">The duration of the tween</param> + /// <param name="strength">The shake strength on each axis</param> + /// <param name="vibrato">Indicates how much will the shake vibrate</param> + /// <param name="randomness">Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction.</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + /// <param name="fadeOut">If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not</param> + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #region Special + + /// <summary>Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param> + /// <param name="jumpPower">Power of the jump (the max height of the jump is represented by this plus the final Y offset)</param> + /// <param name="numJumps">Total number of jumps</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + + // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence + // (in case users add a delay or other elements to the Sequence) + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(()=> startPosY = target.anchoredPosition.y); + s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + s.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector2 pos = target.anchoredPosition; + pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad); + target.anchoredPosition = pos; + }); + return s; + } + + #endregion + + #endregion + + #region ScrollRect + + /// <summary>Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false) + { + return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition), + x => { + target.horizontalNormalizedPosition = x.x; + target.verticalNormalizedPosition = x.y; + }, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// <summary>Tweens a ScrollRect's horizontalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// <summary>Tweens a ScrollRect's verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + + #endregion + + #region Slider + + /// <summary>Tweens a Slider's value to the given value. + /// Also stores the Slider as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<float, float, FloatOptions> DOValue(this Slider target, float endValue, float duration, bool snapping = false) + { + TweenerCore<float, float, FloatOptions> t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Text + + /// <summary>Tweens a Text's color to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOColor(this Text target, Color endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary> + /// Tweens a Text's text from one integer to another, with options for thousands separators + /// </summary> + /// <param name="fromValue">The value to start from</param> + /// <param name="endValue">The end value to reach</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="addThousandsSeparator">If TRUE (default) also adds thousands separators</param> + /// <param name="culture">The <see cref="CultureInfo"/> to use (InvariantCulture if NULL)</param> + public static TweenerCore<int, int, NoOptions> DOCounter( + this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null + ){ + int v = fromValue; + CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture; + TweenerCore<int, int, NoOptions> t = DOTween.To(() => v, x => { + v = x; + target.text = addThousandsSeparator + ? v.ToString("N0", cInfo) + : v.ToString(); + }, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a Text's alpha color to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param><param name="duration">The duration of the tween</param> + public static TweenerCore<Color, Color, ColorOptions> DOFade(this Text target, float endValue, float duration) + { + TweenerCore<Color, Color, ColorOptions> t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a Text's text to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end string to tween to</param><param name="duration">The duration of the tween</param> + /// <param name="richTextEnabled">If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text</param> + /// <param name="scrambleMode">The type of scramble mode to use, if any</param> + /// <param name="scrambleChars">A string containing the characters to use for scrambling. + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + /// Leave it to NULL (default) to use default ones</param> + public static TweenerCore<string, string, StringOptions> DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + if (endValue == null) { + if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); + endValue = ""; + } + TweenerCore<string, string, StringOptions> t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); + t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + return t; + } + + #endregion + + #region Blendables + + #region Graphic + + /// <summary>Tweens a Graphic's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Graphic as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> + public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Image + + /// <summary>Tweens a Image's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Image as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> + public static Tweener DOBlendableColor(this Image target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Text + + /// <summary>Tweens a Text's color BY the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Text as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The value to tween to</param><param name="duration">The duration of the tween</param> + public static Tweener DOBlendableColor(this Text target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #region Shapes + + /// <summary>Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations.<para/> + /// IMPORTANT: SetFrom(value) requires a <see cref="Vector2"/> instead of a float, where the X property represents the "from degrees value"</summary> + /// <param name="center">Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates)</param> + /// <param name="endValueDegrees">The end value degrees to reach (to rotate counter-clockwise pass a negative value)</param> + /// <param name="duration">The duration of the tween</param> + /// <param name="relativeCenter">If TRUE the <see cref="center"/> coordinates will be considered as relative to the target's current anchoredPosition</param> + /// <param name="snapping">If TRUE the tween will smoothly snap all values to integers</param> + public static TweenerCore<Vector2, Vector2, CircleOptions> DOShapeCircle( + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false + ) + { + TweenerCore<Vector2, Vector2, CircleOptions> t = DOTween.To( + CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration + ); + t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target); + return t; + } + + #endregion + + #endregion + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Utils + { + /// <summary> + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition + /// </summary> + public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to) + { + Vector2 localPoint; + Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin); + Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position); + screenP += fromPivotDerivedOffset; + RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint); + Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin); + return to.anchoredPosition + localPoint - pivotDerivedOffset; + } + } + } +} +#endif diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta new file mode 100644 index 0000000..60d55ef --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a060394c03331a64392db53a10e7f2d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs new file mode 100644 index 0000000..fa1ac05 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs @@ -0,0 +1,403 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) +//using Task = System.Threading.Tasks.Task; +//#endif + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// <summary> + /// Shortcuts/functions that are not strictly related to specific Modules + /// but are available only on some Unity versions + /// </summary> + public static class DOTweenModuleUnityVersion + { +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1_OR_NEWER + #region Unity 4.3 or Newer + + #region Material + + /// <summary>Tweens a Material's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="gradient">The gradient to use</param><param name="duration">The duration of the tween</param> + public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + /// <summary>Tweens a Material's named color property using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations</summary> + /// <param name="gradient">The gradient to use</param> + /// <param name="property">The name of the material property to tween (like _Tint or _SpecColor)</param> + /// <param name="duration">The duration of the tween</param> + public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.SetColor(property, c.color); + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #endregion +#endif + +#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER + #region Unity 5.3 or Newer + + #region CustomYieldInstructions + + /// <summary> + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or complete. + /// It can be used inside a coroutine as a yield. + /// <para>Example usage:</para><code>yield return myTween.WaitForCompletion(true);</code> + /// </summary> + public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForCompletion(t); + } + + /// <summary> + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or rewinded. + /// It can be used inside a coroutine as a yield. + /// <para>Example usage:</para><code>yield return myTween.WaitForRewind();</code> + /// </summary> + public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForRewind(t); + } + + /// <summary> + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed. + /// It can be used inside a coroutine as a yield. + /// <para>Example usage:</para><code>yield return myTween.WaitForKill();</code> + /// </summary> + public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForKill(t); + } + + /// <summary> + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside a coroutine as a yield. + /// <para>Example usage:</para><code>yield return myTween.WaitForElapsedLoops(2);</code> + /// </summary> + /// <param name="elapsedLoops">Elapsed loops to wait for</param> + public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); + } + + /// <summary> + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed + /// or has reached the given time position (loops included, delays excluded). + /// It can be used inside a coroutine as a yield. + /// <para>Example usage:</para><code>yield return myTween.WaitForPosition(2.5f);</code> + /// </summary> + /// <param name="position">Position (loops included, delays excluded) to wait for</param> + public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForPosition(t, position); + } + + /// <summary> + /// Returns a <see cref="CustomYieldInstruction"/> that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside a coroutine as a yield. + /// <para>Example usage:</para><code>yield return myTween.WaitForStart();</code> + /// </summary> + public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForStart(t); + } + + #endregion + + #endregion +#endif + +#if UNITY_2018_1_OR_NEWER + #region Unity 2018.1 or Newer + + #region Material + + /// <summary>Tweens a Material's named texture offset property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param> + /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + /// <param name="duration">The duration of the tween</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// <summary>Tweens a Material's named texture scale property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations</summary> + /// <param name="endValue">The end value to reach</param> + /// <param name="propertyID">The ID of the material property to tween (also called nameID in Unity's manual)</param> + /// <param name="duration">The duration of the tween</param> + public static TweenerCore<Vector2, Vector2, VectorOptions> DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore<Vector2, Vector2, VectorOptions> t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region .NET 4.6 or Newer + +#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) + + #region Async Instructions + + /// <summary> + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or complete. + /// It can be used inside an async operation. + /// <para>Example usage:</para><code>await myTween.WaitForCompletion();</code> + /// </summary> + public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield(); + } + + /// <summary> + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or rewinded. + /// It can be used inside an async operation. + /// <para>Example usage:</para><code>await myTween.AsyncWaitForRewind();</code> + /// </summary> + public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield(); + } + + /// <summary> + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed. + /// It can be used inside an async operation. + /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code> + /// </summary> + public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active) await System.Threading.Tasks.Task.Yield(); + } + + /// <summary> + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside an async operation. + /// <para>Example usage:</para><code>await myTween.AsyncWaitForElapsedLoops();</code> + /// </summary> + /// <param name="elapsedLoops">Elapsed loops to wait for</param> + public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield(); + } + + /// <summary> + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside an async operation. + /// <para>Example usage:</para><code>await myTween.AsyncWaitForPosition();</code> + /// </summary> + /// <param name="position">Position (loops included, delays excluded) to wait for</param> + public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield(); + } + + /// <summary> + /// Returns an async <see cref="System.Threading.Tasks.Task"/> that waits until the tween is killed. + /// It can be used inside an async operation. + /// <para>Example usage:</para><code>await myTween.AsyncWaitForKill();</code> + /// </summary> + public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield(); + } + + #endregion +#endif + + #endregion + + #endregion +#endif + } + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + +#if UNITY_5_3_OR_NEWER || UNITY_2017_1_OR_NEWER + public static class DOTweenCYInstruction + { + public class WaitForCompletion : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.IsComplete(); + }} + readonly Tween t; + public WaitForCompletion(Tween tween) + { + t = tween; + } + } + + public class WaitForRewind : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0); + }} + readonly Tween t; + public WaitForRewind(Tween tween) + { + t = tween; + } + } + + public class WaitForKill : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active; + }} + readonly Tween t; + public WaitForKill(Tween tween) + { + t = tween; + } + } + + public class WaitForElapsedLoops : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.CompletedLoops() < elapsedLoops; + }} + readonly Tween t; + readonly int elapsedLoops; + public WaitForElapsedLoops(Tween tween, int elapsedLoops) + { + t = tween; + this.elapsedLoops = elapsedLoops; + } + } + + public class WaitForPosition : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.position * (t.CompletedLoops() + 1) < position; + }} + readonly Tween t; + readonly float position; + public WaitForPosition(Tween tween, float position) + { + t = tween; + this.position = position; + } + } + + public class WaitForStart : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.playedOnce; + }} + readonly Tween t; + public WaitForStart(Tween tween) + { + t = tween; + } + } + } +#endif +} diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta new file mode 100644 index 0000000..290189f --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 63c02322328255542995bd02b47b0457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs new file mode 100644 index 0000000..a8915b3 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -0,0 +1,167 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using System.Reflection; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// <summary> + /// Utility functions that deal with available Modules. + /// Modules defines: + /// - DOTAUDIO + /// - DOTPHYSICS + /// - DOTPHYSICS2D + /// - DOTSPRITE + /// - DOTUI + /// Extra defines set and used for implementation of external assets: + /// - DOTWEEN_TMP ► TextMesh Pro + /// - DOTWEEN_TK2D ► 2D Toolkit + /// </summary> + public static class DOTweenModuleUtils + { + static bool _initialized; + + #region Reflection + + /// <summary> + /// Called via Reflection by DOTweenComponent on Awake + /// </summary> +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static void Init() + { + if (_initialized) return; + + _initialized = true; + DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; + +#if UNITY_EDITOR +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; +#else + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; +#endif +#endif + } + +#if UNITY_2018_1_OR_NEWER +#pragma warning disable + [UnityEngine.Scripting.Preserve] + // Just used to preserve methods when building, never called + static void Preserver() + { + Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); + MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); + } +#pragma warning restore +#endif + + #endregion + +#if UNITY_EDITOR + // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + static void PlaymodeStateChanged() + #else + static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) +#endif + { + if (DOTween.instance == null) return; + DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); + } +#endif + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Physics + { + // Called via DOTweenExternalCommand callback + public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) + { +#if false // PHYSICS_MARKER + if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; + else trans.rotation = newRot; +#else + trans.rotation = newRot; +#endif + } + + // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached + public static bool HasRigidbody2D(Component target) + { +#if true // PHYSICS2D_MARKER + return target.GetComponent<Rigidbody2D>() != null; +#else + return false; +#endif + } + + #region Called via Reflection + + + // Called via Reflection by DOTweenPathInspector + // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static bool HasRigidbody(Component target) + { +#if false // PHYSICS_MARKER + return target.GetComponent<Rigidbody>() != null; +#else + return false; +#endif + } + + // Called via Reflection by DOTweenPath +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static TweenerCore<Vector3, Path, PathOptions> CreateDOTweenPathTween( + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode + ){ + TweenerCore<Vector3, Path, PathOptions> t = null; + bool rBodyFoundAndTweened = false; +#if false // PHYSICS_MARKER + if (tweenRigidbody) { + Rigidbody rBody = target.GetComponent<Rigidbody>(); + if (rBody != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody.DOLocalPath(path, duration, pathMode) + : rBody.DOPath(path, duration, pathMode); + } + } +#endif +#if true // PHYSICS2D_MARKER + if (!rBodyFoundAndTweened && tweenRigidbody) { + Rigidbody2D rBody2D = target.GetComponent<Rigidbody2D>(); + if (rBody2D != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody2D.DOLocalPath(path, duration, pathMode) + : rBody2D.DOPath(path, duration, pathMode); + } + } +#endif + if (!rBodyFoundAndTweened) { + t = isLocal + ? target.transform.DOLocalPath(path, duration, pathMode) + : target.transform.DOPath(path, duration, pathMode); + } + return t; + } + + #endregion + } + } +} diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 0000000..ab62186 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7bcaf917d9cf5b84090421a5a2abe42e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/readme.txt b/Unity-Files/Assets/Plugins/Demigiant/DOTween/readme.txt new file mode 100644 index 0000000..37ff7ef --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -0,0 +1,29 @@ +DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant + +// IMPORTANT!!! ///////////////////////////////////////////// +// Upgrading DOTween from versions older than 1.2.000 /////// +// (or DOTween Pro older than 1.0.000) ////////////////////// +------------------------------------------------------------- +If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. +1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry +2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath +3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup +4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ +Demigiant website (documentation, examples, etc): http://www.demigiant.com + +// NOTES ////////////////////////////////////////////////////// + +- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/Unity-Files/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/Unity-Files/Assets/Plugins/Demigiant/DOTween/readme.txt.meta new file mode 100644 index 0000000..3799165 --- /dev/null +++ b/Unity-Files/Assets/Plugins/Demigiant/DOTween/readme.txt.meta @@ -0,0 +1,4 @@ +fileFormatVersion: 2 +guid: fccfc62abf2eb0a4db614853430894fd +TextScriptImporter: + userData: diff --git a/Unity-Files/Assets/Resources/DOTweenSettings.asset b/Unity-Files/Assets/Resources/DOTweenSettings.asset new file mode 100644 index 0000000..8fadece --- /dev/null +++ b/Unity-Files/Assets/Resources/DOTweenSettings.asset @@ -0,0 +1,53 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 16995157, guid: a811bde74b26b53498b4f6d872b09b6d, type: 3} + m_Name: DOTweenSettings + m_EditorClassIdentifier: + useSafeMode: 1 + safeModeOptions: + logBehaviour: 2 + nestedTweenFailureBehaviour: 0 + timeScale: 1 + useSmoothDeltaTime: 0 + maxSmoothUnscaledTime: 0.15 + rewindCallbackMode: 0 + showUnityEditorReport: 0 + logBehaviour: 0 + drawGizmos: 1 + defaultRecyclable: 0 + defaultAutoPlay: 3 + defaultUpdateType: 0 + defaultTimeScaleIndependent: 0 + defaultEaseType: 6 + defaultEaseOvershootOrAmplitude: 1.70158 + defaultEasePeriod: 0 + defaultAutoKill: 1 + defaultLoopType: 0 + debugMode: 0 + debugStoreTargetId: 1 + showPreviewPanel: 1 + storeSettingsLocation: 0 + modules: + showPanel: 0 + audioEnabled: 0 + physicsEnabled: 0 + physics2DEnabled: 1 + spriteEnabled: 1 + uiEnabled: 1 + textMeshProEnabled: 0 + tk2DEnabled: 0 + deAudioEnabled: 0 + deUnityExtendedEnabled: 0 + epoOutlineEnabled: 0 + createASMDEF: 0 + showPlayingTweens: 0 + showPausedTweens: 0 diff --git a/Unity-Files/Assets/Resources/DOTweenSettings.asset.meta b/Unity-Files/Assets/Resources/DOTweenSettings.asset.meta new file mode 100644 index 0000000..65ca01c --- /dev/null +++ b/Unity-Files/Assets/Resources/DOTweenSettings.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b198b9d4510769840bb56572eb743e38 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 11400000 + userData: + assetBundleName: + assetBundleVariant: